| 1 | // Copyright (C) 2019 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #ifndef QQUICKIMAGEPARTICLE_P_H |
| 5 | #define QQUICKIMAGEPARTICLE_P_H |
| 6 | |
| 7 | // |
| 8 | // W A R N I N G |
| 9 | // ------------- |
| 10 | // |
| 11 | // This file is not part of the Qt API. It exists purely as an |
| 12 | // implementation detail. This header file may change from version to |
| 13 | // version without notice, or even be removed. |
| 14 | // |
| 15 | // We mean it. |
| 16 | // |
| 17 | |
| 18 | #include "qquickparticlepainter_p.h" |
| 19 | #include "qquickdirection_p.h" |
| 20 | #include <private/qquickpixmap_p.h> |
| 21 | #include <QQmlListProperty> |
| 22 | #include <QtGui/qcolor.h> |
| 23 | #include <QtQuick/qsgmaterial.h> |
| 24 | |
| 25 | QT_BEGIN_NAMESPACE |
| 26 | |
| 27 | class ImageMaterialData; |
| 28 | class QSGGeometryNode; |
| 29 | class QSGMaterial; |
| 30 | |
| 31 | class QQuickSprite; |
| 32 | class QQuickStochasticEngine; |
| 33 | |
| 34 | class QRhi; |
| 35 | |
| 36 | struct SimplePointVertex { |
| 37 | float x; |
| 38 | float y; |
| 39 | float t; |
| 40 | float lifeSpan; |
| 41 | float size; |
| 42 | float endSize; |
| 43 | float vx; |
| 44 | float vy; |
| 45 | float ax; |
| 46 | float ay; |
| 47 | }; |
| 48 | |
| 49 | struct ColoredPointVertex { |
| 50 | float x; |
| 51 | float y; |
| 52 | float t; |
| 53 | float lifeSpan; |
| 54 | float size; |
| 55 | float endSize; |
| 56 | float vx; |
| 57 | float vy; |
| 58 | float ax; |
| 59 | float ay; |
| 60 | Color4ub color; |
| 61 | }; |
| 62 | |
| 63 | // Like Colored, but using DrawTriangles instead of DrawPoints |
| 64 | struct ColoredVertex { |
| 65 | float x; |
| 66 | float y; |
| 67 | float t; |
| 68 | float lifeSpan; |
| 69 | float size; |
| 70 | float endSize; |
| 71 | float vx; |
| 72 | float vy; |
| 73 | float ax; |
| 74 | float ay; |
| 75 | Color4ub color; |
| 76 | uchar tx; |
| 77 | uchar ty; |
| 78 | uchar _padding[2]; // feel free to use |
| 79 | }; |
| 80 | |
| 81 | struct DeformableVertex { |
| 82 | float x; |
| 83 | float y; |
| 84 | float rotation; |
| 85 | float rotationVelocity; |
| 86 | float t; |
| 87 | float lifeSpan; |
| 88 | float size; |
| 89 | float endSize; |
| 90 | float vx; |
| 91 | float vy; |
| 92 | float ax; |
| 93 | float ay; |
| 94 | Color4ub color; |
| 95 | float xx; |
| 96 | float xy; |
| 97 | float yx; |
| 98 | float yy; |
| 99 | uchar tx; |
| 100 | uchar ty; |
| 101 | uchar autoRotate; |
| 102 | uchar _padding; // feel free to use |
| 103 | }; |
| 104 | |
| 105 | struct SpriteVertex { |
| 106 | float x; |
| 107 | float y; |
| 108 | float rotation; |
| 109 | float rotationVelocity; |
| 110 | float t; |
| 111 | float lifeSpan; |
| 112 | float size; |
| 113 | float endSize; |
| 114 | float vx; |
| 115 | float vy; |
| 116 | float ax; |
| 117 | float ay; |
| 118 | Color4ub color; |
| 119 | float xx; |
| 120 | float xy; |
| 121 | float yx; |
| 122 | float yy; |
| 123 | uchar tx; |
| 124 | uchar ty; |
| 125 | uchar autoRotate; |
| 126 | uchar _padding; // feel free to use |
| 127 | float animW; |
| 128 | float animH; |
| 129 | float animProgress; |
| 130 | float animX1; |
| 131 | float animY1; |
| 132 | float animX2; |
| 133 | }; |
| 134 | |
| 135 | template <typename Vertex> |
| 136 | struct Vertices { |
| 137 | Vertex v1; |
| 138 | Vertex v2; |
| 139 | Vertex v3; |
| 140 | Vertex v4; |
| 141 | }; |
| 142 | |
| 143 | class ImageMaterial : public QSGMaterial |
| 144 | { |
| 145 | public: |
| 146 | virtual ImageMaterialData *state() = 0; |
| 147 | }; |
| 148 | |
| 149 | class Q_QUICKPARTICLES_EXPORT QQuickImageParticle : public QQuickParticlePainter |
| 150 | { |
| 151 | Q_OBJECT |
| 152 | Q_PROPERTY(QUrl source READ image WRITE setImage NOTIFY imageChanged) |
| 153 | Q_PROPERTY(QQmlListProperty<QQuickSprite> sprites READ sprites) |
| 154 | Q_PROPERTY(Status status READ status NOTIFY statusChanged) |
| 155 | //### Is it worth having progress like Image has? |
| 156 | //Q_PROPERTY(qreal progress READ progress NOTIFY progressChanged) |
| 157 | |
| 158 | Q_PROPERTY(QUrl colorTable READ colortable WRITE setColortable NOTIFY colortableChanged) |
| 159 | Q_PROPERTY(QUrl sizeTable READ sizetable WRITE setSizetable NOTIFY sizetableChanged) |
| 160 | Q_PROPERTY(QUrl opacityTable READ opacitytable WRITE setOpacitytable NOTIFY opacitytableChanged) |
| 161 | |
| 162 | //###Now just colorize - add a flag for 'solid' color particles(where the img is just a mask?)? |
| 163 | Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged RESET resetColor) |
| 164 | //Stacks (added) with individual colorVariations |
| 165 | Q_PROPERTY(qreal colorVariation READ colorVariation WRITE setColorVariation NOTIFY colorVariationChanged RESET resetColor) |
| 166 | Q_PROPERTY(qreal redVariation READ redVariation WRITE setRedVariation NOTIFY redVariationChanged RESET resetColor) |
| 167 | Q_PROPERTY(qreal greenVariation READ greenVariation WRITE setGreenVariation NOTIFY greenVariationChanged RESET resetColor) |
| 168 | Q_PROPERTY(qreal blueVariation READ blueVariation WRITE setBlueVariation NOTIFY blueVariationChanged RESET resetColor) |
| 169 | //Stacks (multiplies) with the Alpha in the color, mostly here so you can use svg color names (which have full alpha) |
| 170 | Q_PROPERTY(qreal alpha READ alpha WRITE setAlpha NOTIFY alphaChanged RESET resetColor) |
| 171 | Q_PROPERTY(qreal alphaVariation READ alphaVariation WRITE setAlphaVariation NOTIFY alphaVariationChanged RESET resetColor) |
| 172 | |
| 173 | Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged RESET resetRotation) |
| 174 | Q_PROPERTY(qreal rotationVariation READ rotationVariation WRITE setRotationVariation NOTIFY rotationVariationChanged RESET resetRotation) |
| 175 | Q_PROPERTY(qreal rotationVelocity READ rotationVelocity WRITE setRotationVelocity NOTIFY rotationVelocityChanged RESET resetRotation) |
| 176 | Q_PROPERTY(qreal rotationVelocityVariation READ rotationVelocityVariation WRITE setRotationVelocityVariation NOTIFY rotationVelocityVariationChanged RESET resetRotation) |
| 177 | //If true, then will face the direction of motion. Stacks with rotation, e.g. setting rotation |
| 178 | //to 180 will lead to facing away from the direction of motion |
| 179 | Q_PROPERTY(bool autoRotation READ autoRotation WRITE setAutoRotation NOTIFY autoRotationChanged RESET resetRotation) |
| 180 | |
| 181 | //xVector is the vector from the top-left point to the top-right point, and is multiplied by current size |
| 182 | Q_PROPERTY(QQuickDirection* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged RESET resetDeformation) |
| 183 | //yVector is the same, but top-left to bottom-left. The particle is always a parallelogram. |
| 184 | Q_PROPERTY(QQuickDirection* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged RESET resetDeformation) |
| 185 | Q_PROPERTY(bool spritesInterpolate READ spritesInterpolate WRITE setSpritesInterpolate NOTIFY spritesInterpolateChanged) |
| 186 | |
| 187 | Q_PROPERTY(EntryEffect entryEffect READ entryEffect WRITE setEntryEffect NOTIFY entryEffectChanged) |
| 188 | QML_NAMED_ELEMENT(ImageParticle) |
| 189 | QML_ADDED_IN_VERSION(2, 0) |
| 190 | public: |
| 191 | explicit QQuickImageParticle(QQuickItem *parent = nullptr); |
| 192 | virtual ~QQuickImageParticle(); |
| 193 | |
| 194 | enum Status { Null, Ready, Loading, Error }; |
| 195 | Q_ENUM(Status) |
| 196 | |
| 197 | QQmlListProperty<QQuickSprite> sprites(); |
| 198 | QQuickStochasticEngine* spriteEngine() {return m_spriteEngine;} |
| 199 | |
| 200 | enum EntryEffect { |
| 201 | None = 0, |
| 202 | Fade = 1, |
| 203 | Scale = 2 |
| 204 | }; |
| 205 | Q_ENUM(EntryEffect) |
| 206 | |
| 207 | enum PerformanceLevel{//TODO: Expose? |
| 208 | Unknown = 0, |
| 209 | SimplePoint, |
| 210 | ColoredPoint, |
| 211 | Colored, |
| 212 | Deformable, |
| 213 | Tabled, |
| 214 | Sprites |
| 215 | }; |
| 216 | |
| 217 | QUrl image() const { return m_image ? m_image->source : QUrl(); } |
| 218 | void setImage(const QUrl &image); |
| 219 | |
| 220 | QUrl colortable() const { return m_colorTable ? m_colorTable->source : QUrl(); } |
| 221 | void setColortable(const QUrl &table); |
| 222 | |
| 223 | QUrl sizetable() const { return m_sizeTable ? m_sizeTable->source : QUrl(); } |
| 224 | void setSizetable (const QUrl &table); |
| 225 | |
| 226 | QUrl opacitytable() const { return m_opacityTable ? m_opacityTable->source : QUrl(); } |
| 227 | void setOpacitytable(const QUrl &table); |
| 228 | |
| 229 | QColor color() const { return m_color; } |
| 230 | void setColor(const QColor &color); |
| 231 | |
| 232 | qreal colorVariation() const { return m_color_variation; } |
| 233 | void setColorVariation(qreal var); |
| 234 | |
| 235 | qreal alphaVariation() const { return m_alphaVariation; } |
| 236 | |
| 237 | qreal alpha() const { return m_alpha; } |
| 238 | |
| 239 | qreal redVariation() const { return m_redVariation; } |
| 240 | |
| 241 | qreal greenVariation() const { return m_greenVariation; } |
| 242 | |
| 243 | qreal blueVariation() const { return m_blueVariation; } |
| 244 | |
| 245 | qreal rotation() const { return m_rotation; } |
| 246 | |
| 247 | qreal rotationVariation() const { return m_rotationVariation; } |
| 248 | |
| 249 | qreal rotationVelocity() const { return m_rotationVelocity; } |
| 250 | |
| 251 | qreal rotationVelocityVariation() const { return m_rotationVelocityVariation; } |
| 252 | |
| 253 | bool autoRotation() const { return m_autoRotation; } |
| 254 | |
| 255 | QQuickDirection* xVector() const { return m_xVector; } |
| 256 | |
| 257 | QQuickDirection* yVector() const { return m_yVector; } |
| 258 | |
| 259 | bool spritesInterpolate() const { return m_spritesInterpolate; } |
| 260 | |
| 261 | bool bypassOptimizations() const { return m_bypassOptimizations; } |
| 262 | |
| 263 | EntryEffect entryEffect() const { return m_entryEffect; } |
| 264 | |
| 265 | Status status() const { return m_status; } |
| 266 | |
| 267 | void resetColor(); |
| 268 | void resetRotation(); |
| 269 | void resetDeformation(); |
| 270 | |
| 271 | Q_SIGNALS: |
| 272 | |
| 273 | void imageChanged(); |
| 274 | void colortableChanged(); |
| 275 | void sizetableChanged(); |
| 276 | void opacitytableChanged(); |
| 277 | |
| 278 | void colorChanged(); |
| 279 | void colorVariationChanged(); |
| 280 | |
| 281 | void alphaVariationChanged(qreal arg); |
| 282 | |
| 283 | void alphaChanged(qreal arg); |
| 284 | |
| 285 | void redVariationChanged(qreal arg); |
| 286 | |
| 287 | void greenVariationChanged(qreal arg); |
| 288 | |
| 289 | void blueVariationChanged(qreal arg); |
| 290 | |
| 291 | void rotationChanged(qreal arg); |
| 292 | |
| 293 | void rotationVariationChanged(qreal arg); |
| 294 | |
| 295 | void rotationVelocityChanged(qreal arg); |
| 296 | |
| 297 | void rotationVelocityVariationChanged(qreal arg); |
| 298 | |
| 299 | void autoRotationChanged(bool arg); |
| 300 | |
| 301 | void xVectorChanged(QQuickDirection* arg); |
| 302 | |
| 303 | void yVectorChanged(QQuickDirection* arg); |
| 304 | |
| 305 | void spritesInterpolateChanged(bool arg); |
| 306 | |
| 307 | void bypassOptimizationsChanged(bool arg); |
| 308 | |
| 309 | void entryEffectChanged(EntryEffect arg); |
| 310 | |
| 311 | void statusChanged(Status arg); |
| 312 | |
| 313 | public Q_SLOTS: |
| 314 | void setAlphaVariation(qreal arg); |
| 315 | |
| 316 | void setAlpha(qreal arg); |
| 317 | |
| 318 | void setRedVariation(qreal arg); |
| 319 | |
| 320 | void setGreenVariation(qreal arg); |
| 321 | |
| 322 | void setBlueVariation(qreal arg); |
| 323 | |
| 324 | void setRotation(qreal arg); |
| 325 | |
| 326 | void setRotationVariation(qreal arg); |
| 327 | |
| 328 | void setRotationVelocity(qreal arg); |
| 329 | |
| 330 | void setRotationVelocityVariation(qreal arg); |
| 331 | |
| 332 | void setAutoRotation(bool arg); |
| 333 | |
| 334 | void setXVector(QQuickDirection* arg); |
| 335 | |
| 336 | void setYVector(QQuickDirection* arg); |
| 337 | |
| 338 | void setSpritesInterpolate(bool arg); |
| 339 | |
| 340 | void setBypassOptimizations(bool arg); |
| 341 | |
| 342 | void setEntryEffect(EntryEffect arg); |
| 343 | |
| 344 | protected: |
| 345 | void reset() override; |
| 346 | void initialize(int gIdx, int pIdx) override; |
| 347 | void commit(int gIdx, int pIdx) override; |
| 348 | |
| 349 | QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *) override; |
| 350 | bool prepareNextFrame(QSGNode**); |
| 351 | void buildParticleNodes(QSGNode**); |
| 352 | |
| 353 | void sceneGraphInvalidated() override; |
| 354 | |
| 355 | private Q_SLOTS: |
| 356 | void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty |
| 357 | |
| 358 | void spriteAdvance(int spriteIndex); |
| 359 | void spritesUpdate(qreal time = 0 ); |
| 360 | void mainThreadFetchImageData(); |
| 361 | void invalidateSceneGraph(); |
| 362 | |
| 363 | private: |
| 364 | struct ImageData { |
| 365 | QUrl source; |
| 366 | QQuickPixmap pix; |
| 367 | }; |
| 368 | QScopedPointer<ImageData> m_image; |
| 369 | QScopedPointer<ImageData> m_colorTable; |
| 370 | QScopedPointer<ImageData> m_sizeTable; |
| 371 | QScopedPointer<ImageData> m_opacityTable; |
| 372 | bool loadingSomething(); |
| 373 | |
| 374 | void finishBuildParticleNodes(QSGNode **n); |
| 375 | |
| 376 | QColor m_color; |
| 377 | qreal m_color_variation; |
| 378 | |
| 379 | QSGNode *m_outgoingNode; |
| 380 | QHash<int, QSGGeometryNode *> m_nodes; |
| 381 | QHash<int, int> m_idxStarts;//TODO: Proper resizing will lead to needing a spriteEngine per particle - do this after sprite engine gains transparent sharing? |
| 382 | QList<QPair<int, int> > m_startsIdx;//Same data, optimized for alternate retrieval |
| 383 | |
| 384 | int m_lastIdxStart; |
| 385 | QSGMaterial *m_material; |
| 386 | |
| 387 | // derived values... |
| 388 | |
| 389 | qreal m_alphaVariation; |
| 390 | qreal m_alpha; |
| 391 | qreal m_redVariation; |
| 392 | qreal m_greenVariation; |
| 393 | qreal m_blueVariation; |
| 394 | qreal m_rotation; |
| 395 | qreal m_rotationVariation; |
| 396 | qreal m_rotationVelocity; |
| 397 | qreal m_rotationVelocityVariation; |
| 398 | bool m_autoRotation; |
| 399 | QQuickDirection* m_xVector; |
| 400 | QQuickDirection* m_yVector; |
| 401 | |
| 402 | QList<QQuickSprite*> m_sprites; |
| 403 | QQuickSpriteEngine* m_spriteEngine; |
| 404 | bool m_spritesInterpolate; |
| 405 | |
| 406 | bool m_explicitColor; |
| 407 | bool m_explicitRotation; |
| 408 | bool m_explicitDeformation; |
| 409 | bool m_explicitAnimation; |
| 410 | QHash<int, QVector<QQuickParticleData*> > m_shadowData; |
| 411 | void clearShadows(); |
| 412 | QQuickParticleData* getShadowDatum(QQuickParticleData* datum); |
| 413 | |
| 414 | bool m_bypassOptimizations; |
| 415 | PerformanceLevel perfLevel; |
| 416 | PerformanceLevel m_targetPerfLevel; |
| 417 | void checkPerfLevel(PerformanceLevel level); |
| 418 | |
| 419 | bool m_debugMode; |
| 420 | |
| 421 | template<class Vertex> |
| 422 | void initTexCoords(Vertex* v, int count){ |
| 423 | Vertex* end = v + count; |
| 424 | // Vertex coords between (0.0, 0.0) and (1.0, 1.0) |
| 425 | while (v < end){ |
| 426 | v[0].tx = 0; |
| 427 | v[0].ty = 0; |
| 428 | |
| 429 | v[1].tx = 255; |
| 430 | v[1].ty = 0; |
| 431 | |
| 432 | v[2].tx = 0; |
| 433 | v[2].ty = 255; |
| 434 | |
| 435 | v[3].tx = 255; |
| 436 | v[3].ty = 255; |
| 437 | |
| 438 | v += 4; |
| 439 | } |
| 440 | } |
| 441 | |
| 442 | ImageMaterialData *getState(QSGMaterial *m) { |
| 443 | return static_cast<ImageMaterial *>(m)->state(); |
| 444 | } |
| 445 | |
| 446 | EntryEffect m_entryEffect; |
| 447 | Status m_status; |
| 448 | int m_startedImageLoading; |
| 449 | QRhi *m_rhi; |
| 450 | bool m_apiChecked; |
| 451 | qreal m_dpr; |
| 452 | bool m_previousActive; |
| 453 | }; |
| 454 | |
| 455 | QT_END_NAMESPACE |
| 456 | |
| 457 | #endif // QQUICKIMAGEPARTICLE_P_H |
| 458 | |