From d469d39a92cda540adeb9c36b533781c4a801b75 Mon Sep 17 00:00:00 2001 From: Alan Alpert Date: Mon, 22 Aug 2011 19:00:16 +1000 Subject: [PATCH] Switch to using one shader and #ifdefs Also clean up the shader code a little Change-Id: I98062ae729c145901e1d218a698672672ca1bf26 Reviewed-on: http://codereview.qt.nokia.com/3298 Reviewed-by: Qt Sanity Bot Reviewed-by: Alan Alpert --- .../particles/defaultshaders/imagefragment.shader | 54 +++++++++ .../particles/defaultshaders/imagevertex.shader | 119 ++++++++++++++++++++ .../particles/defaultshaders/spritevertex.shader | 37 +++++- src/declarative/particles/particles.qrc | 12 +-- src/declarative/particles/qsgimageparticle.cpp | 44 +++++--- 5 files changed, 231 insertions(+), 35 deletions(-) create mode 100644 src/declarative/particles/defaultshaders/imagefragment.shader create mode 100644 src/declarative/particles/defaultshaders/imagevertex.shader diff --git a/src/declarative/particles/defaultshaders/imagefragment.shader b/src/declarative/particles/defaultshaders/imagefragment.shader new file mode 100644 index 0000000..5286c85 --- /dev/null +++ b/src/declarative/particles/defaultshaders/imagefragment.shader @@ -0,0 +1,54 @@ +uniform sampler2D texture; +uniform lowp float qt_Opacity; + +#ifdef SPRITE +varying highp vec4 fTexS; +#else +#ifdef DEFORM //First non-pointsprite +varying highp vec2 fTex; +#endif +#endif +#ifdef COLOR +varying lowp vec4 fColor; +#else +varying lowp float fFade; +#endif +#ifdef TABLE +varying lowp vec2 tt; +uniform sampler2D colortable; +uniform sampler2D opacitytable; +uniform sampler2D sizetable; +#endif + +void main() { +#ifdef SPRITE + gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), tt.y) + * fColor + * texture2D(colortable, tt) + * (texture2D(opacitytable, tt).w * qt_Opacity); +#else +#ifdef TABLE + highp vec2 tex = (((fTex - 0.5) / texture2D(sizetable, tt).w) + 0.5); + lowp vec4 color; + if(tex.x < 1.0 && tex.x > 0.0 && tex.y < 1.0 && tex.y > 0.0){//No CLAMP_TO_BORDER in ES2, so have to do it ourselves + color = texture2D(texture, tex);//TODO: Replace with uniform array in vertex shader + }else{ + color = vec4(0.,0.,0.,0.); + } + gl_FragColor = color + * fColor + * texture2D(colortable, tt) + * (texture2D(opacitytable,tt).w * qt_Opacity); +#else +#ifdef DEFORM + gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity; +#else +#ifdef COLOR + gl_FragColor = (texture2D(texture, gl_PointCoord)) * fColor * qt_Opacity; +#else + gl_FragColor = texture2D(texture, gl_PointCoord) * (fFade * qt_Opacity); +#endif //COLOR +#endif //DEFORM +#endif //TABLE +#endif //SPRITE +} diff --git a/src/declarative/particles/defaultshaders/imagevertex.shader b/src/declarative/particles/defaultshaders/imagevertex.shader new file mode 100644 index 0000000..a572d73 --- /dev/null +++ b/src/declarative/particles/defaultshaders/imagevertex.shader @@ -0,0 +1,119 @@ +attribute highp vec2 vPos; +attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize +attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration +uniform highp float entry; +#ifdef COLOR +attribute lowp vec4 vColor; +#endif +#ifdef DEFORM +attribute highp vec2 vTex; +attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector +attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate +#endif +#ifdef SPRITE +attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) +uniform highp float framecount; //maximum of all anims +uniform highp float animcount; +#endif + +uniform highp mat4 qt_Matrix; +uniform highp float timestamp; +#ifdef TABLE +varying lowp vec2 tt;//y is progress if Sprite mode +#endif +#ifdef SPRITE +varying highp vec4 fTexS; +#else +#ifdef DEFORM +varying highp vec2 fTex; +#endif +#endif +#ifdef COLOR +varying lowp vec4 fColor; +#else +varying lowp float fFade; +#endif + + +void main() { + + highp float t = (timestamp - vData.x) / vData.y; + if (t < 0. || t > 1.){ +#ifdef DEFORM //Not point sprites + gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0., 1.); +#else + gl_PointSize = 0.; +#endif + return; + } +#ifdef SPRITE + //Calculate frame location in texture + highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z); + tt.y = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y; + + frameIndex = floor(frameIndex); + fTexS.xy = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount)); + + //Next frame is also passed, for interpolation + //### Should the next anim be precalculated to allow for interpolation there? + if(frameIndex != vAnimData.z - 1.)//Can't do it for the last frame though, this anim may not loop + frameIndex = mod(frameIndex+1., vAnimData.z); + fTexS.zw = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount)); +#else +#ifdef DEFORM + fTex = vTex; +#endif +#endif + highp float currentSize = mix(vData.z, vData.w, t * t); + lowp float fade = 1.; + highp float fadeIn = min(t * 10., 1.); + highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.); + + if (entry == 1.) + fade = fadeIn * fadeOut; + else if(entry == 2.) + currentSize = currentSize * fadeIn * fadeOut; + + highp vec2 pos; +#ifdef DEFORM + highp float rotation = vRotation.x + vRotation.y * t * vData.y; + if(vRotation.z == 1.0){ + highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy; + rotation += atan(curVel.y, curVel.x); + } + highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation)); + highp vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 0.5); + highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy; + rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.)); + /* The readable version: + highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5); + highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5); + highp vec2 xRotatedDeform; + xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y; + xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y; + highp vec2 yRotatedDeform; + yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y; + yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y; + */ + pos = vPos + + rotatedDeform.xy + + rotatedDeform.zw + + vVec.xy * t * vData.y // apply speed + + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration +#else + pos = vPos + + vVec.xy * t * vData.y // apply speed vector.. + + 0.5 * vVec.zw * pow(t * vData.y, 2.); + gl_PointSize = currentSize; +#endif + gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1); + +#ifdef COLOR + fColor = vColor * fade; +#else + fFade = fade; +#endif +#ifdef TABLE + tt.x = t; +#endif +} diff --git a/src/declarative/particles/defaultshaders/spritevertex.shader b/src/declarative/particles/defaultshaders/spritevertex.shader index c28e74c..96ce345 100644 --- a/src/declarative/particles/defaultshaders/spritevertex.shader +++ b/src/declarative/particles/defaultshaders/spritevertex.shader @@ -1,28 +1,41 @@ attribute highp vec2 vPos; -attribute highp vec2 vTex; attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration +#ifdef COLOR attribute lowp vec4 vColor; +#endif +#ifdef DEFORM +attribute highp vec2 vTex; attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate +#endif +#ifdef SPRITE attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) - -uniform highp mat4 qt_Matrix; -uniform highp float timestamp; uniform highp float framecount; //maximum of all anims uniform highp float animcount; +#endif +uniform highp mat4 qt_Matrix; +uniform highp float timestamp; +#ifdef TABLE varying lowp float tt; +#endif +#ifdef SPRITE +varying lowp float progress; varying highp vec2 fTexA; varying highp vec2 fTexB; -varying lowp float progress; +#elseif DEFORM +varying highp vec2 fTex; +#endif +#ifdef COLOR varying lowp vec4 fColor; +#endif void main() { highp float t = (timestamp - vData.x) / vData.y; - +#ifdef SPRITE //Calculate frame location in texture highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z); progress = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y; @@ -55,6 +68,7 @@ void main() { else frameTex.y = 1. * ((vAnimData.x + 1.)/animcount); fTexB = frameTex; +#endif highp float currentSize = mix(vData.z, vData.w, t * t); @@ -62,6 +76,7 @@ void main() { currentSize = 0.; highp vec2 pos; +#ifdef DEFORM highp float rotation = vRotation.x + vRotation.y * t * vData.y; if(vRotation.z == 1.0){ highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy; @@ -82,9 +97,17 @@ void main() { //- vec2(1,1) * currentSize * 0.5 // 'center' + vVec.xy * t * vData.y // apply speed + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration - +#else + pos = vPos + + vVec.xy * t * vData.y // apply speed vector.. + + 0.5 * vVec.zw * pow(t * vData.y, 2.); +#endif gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1); +#ifdef COLOR fColor = vColor; +#endif +#ifdef TABLE tt = t; +#endif } diff --git a/src/declarative/particles/particles.qrc b/src/declarative/particles/particles.qrc index b9dc322..5403f55 100644 --- a/src/declarative/particles/particles.qrc +++ b/src/declarative/particles/particles.qrc @@ -1,17 +1,9 @@ + defaultshaders/imagefragment.shader + defaultshaders/imagevertex.shader defaultshaders/spriteimagefragment.shader defaultshaders/spriteimagevertex.shader - defaultshaders/tabledvertex.shader - defaultshaders/tabledfragment.shader - defaultshaders/spritefragment.shader - defaultshaders/spritevertex.shader - defaultshaders/deformablefragment.shader - defaultshaders/deformablevertex.shader - defaultshaders/coloredvertex.shader - defaultshaders/coloredfragment.shader - defaultshaders/simplevertex.shader - defaultshaders/simplefragment.shader defaultshaders/identitytable.png defaultshaders/defaultFadeInOut.png diff --git a/src/declarative/particles/qsgimageparticle.cpp b/src/declarative/particles/qsgimageparticle.cpp index aac07b9..98f0985 100644 --- a/src/declarative/particles/qsgimageparticle.cpp +++ b/src/declarative/particles/qsgimageparticle.cpp @@ -92,13 +92,15 @@ class TabledMaterial : public QSGSimpleMaterialShader public: TabledMaterial() { - QFile vf(":defaultshaders/tabledvertex.shader"); + QFile vf(":defaultshaders/imagevertex.shader"); vf.open(QFile::ReadOnly); - m_vertex_code = vf.readAll(); + m_vertex_code = QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n") + + vf.readAll(); - QFile ff(":defaultshaders/tabledfragment.shader"); + QFile ff(":defaultshaders/imagefragment.shader"); ff.open(QFile::ReadOnly); - m_fragment_code = ff.readAll(); + m_fragment_code = QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n") + + ff.readAll(); Q_ASSERT(!m_vertex_code.isNull()); Q_ASSERT(!m_fragment_code.isNull()); @@ -159,13 +161,15 @@ class DeformableMaterial : public QSGSimpleMaterialShader public: SpriteMaterial() { - QFile vf(":defaultshaders/spritevertex.shader"); + QFile vf(":defaultshaders/imagevertex.shader"); vf.open(QFile::ReadOnly); - m_vertex_code = vf.readAll(); + m_vertex_code = QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n") + + vf.readAll(); - QFile ff(":defaultshaders/spritefragment.shader"); + QFile ff(":defaultshaders/imagefragment.shader"); ff.open(QFile::ReadOnly); - m_fragment_code = ff.readAll(); + m_fragment_code = QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n") + + ff.readAll(); Q_ASSERT(!m_vertex_code.isNull()); Q_ASSERT(!m_fragment_code.isNull()); @@ -282,13 +288,15 @@ class ColoredMaterial : public QSGSimpleMaterialShader public: ColoredMaterial() { - QFile vf(":defaultshaders/coloredvertex.shader"); + QFile vf(":defaultshaders/imagevertex.shader"); vf.open(QFile::ReadOnly); - m_vertex_code = vf.readAll(); + m_vertex_code = QByteArray("#define COLOR\n") + + vf.readAll(); - QFile ff(":defaultshaders/coloredfragment.shader"); + QFile ff(":defaultshaders/imagefragment.shader"); ff.open(QFile::ReadOnly); - m_fragment_code = ff.readAll(); + m_fragment_code = QByteArray("#define COLOR\n") + + ff.readAll(); Q_ASSERT(!m_vertex_code.isNull()); Q_ASSERT(!m_fragment_code.isNull()); @@ -349,11 +357,11 @@ class SimpleMaterial : public QSGSimpleMaterialShader public: SimpleMaterial() { - QFile vf(":defaultshaders/simplevertex.shader"); + QFile vf(":defaultshaders/imagevertex.shader"); vf.open(QFile::ReadOnly); m_vertex_code = vf.readAll(); - QFile ff(":defaultshaders/simplefragment.shader"); + QFile ff(":defaultshaders/imagefragment.shader"); ff.open(QFile::ReadOnly); m_fragment_code = ff.readAll(); -- 1.7.2.5