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-rw-r--r--src/quick3d/imports/scene3d/scene3ditem.cpp81
1 files changed, 63 insertions, 18 deletions
diff --git a/src/quick3d/imports/scene3d/scene3ditem.cpp b/src/quick3d/imports/scene3d/scene3ditem.cpp
index f3f7acd71..f824d2c4e 100644
--- a/src/quick3d/imports/scene3d/scene3ditem.cpp
+++ b/src/quick3d/imports/scene3d/scene3ditem.cpp
@@ -137,6 +137,11 @@ namespace Qt3DRender {
\li The Scene3D instance is instantiated prior to any Scene3DView
\li The Scene3D entity property is left unset
\endlist
+
+ \note Åšetting the visibility of the Scene3D element to false will halt the
+ Qt 3D simulation loop. This means that binding the visible property to an
+ expression that depends on property updates driven by the Qt 3D simulation
+ loop (FrameAction) will never reavaluates.
*/
Scene3DItem::Scene3DItem(QQuickItem *parent)
: QQuickItem(parent)
@@ -154,6 +159,7 @@ Scene3DItem::Scene3DItem(QQuickItem *parent)
, m_disableClearWindow(false)
, m_cameraAspectRatioMode(AutomaticAspectRatio)
, m_compositingMode(FBO)
+ , m_dummySurface(nullptr)
{
setFlag(QQuickItem::ItemHasContents, true);
setAcceptedMouseButtons(Qt::MouseButtonMask);
@@ -427,12 +433,26 @@ void Scene3DItem::applyRootEntityChange()
bool Scene3DItem::needsRender()
{
+ // We need the dirty flag which is connected to the change arbiter
+ // receiving updates to know whether something in the scene has changed
+
+ // Ideally we would use shouldRender() alone but given that it becomes true
+ // only after the arbiter has sync the changes and might be reset before
+ // process jobs is completed, we cannot fully rely on it. It would require
+ // splitting processFrame in 2 parts.
+
+ // We only use it for cases where Qt3D render may require several loops of
+ // the simulation to fully process a frame (e.g shaders are loaded in frame
+ // n and we can only build render commands for the new shader at frame n +
+ // This is where renderer->shouldRender() comes into play as it knows
+ // whether some states remain dirty or not (even after processFrame is
+ // called)
+
auto renderAspectPriv = static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(m_renderAspect));
const bool dirty = m_dirty
|| (renderAspectPriv
&& renderAspectPriv->m_renderer
- && renderAspectPriv->m_renderer->settings()
- && renderAspectPriv->m_renderer->settings()->renderPolicy() == QRenderSettings::Always);
+ && renderAspectPriv->m_renderer->shouldRender());
m_dirty = false;
return dirty;
}
@@ -454,8 +474,12 @@ bool Scene3DItem::needsRender()
// processFrame will block and wait for renderer to have been finished
void Scene3DItem::onBeforeSync()
{
- // Has anything in the 3D scene actually changed that requires us to render?
- if (!needsRender())
+ static bool dontRenderWhenHidden = !qgetenv("QT3D_SCENE3D_STOP_RENDER_HIDDEN").isEmpty();
+
+ // If we are not visible, don't processFrame changes as we would end up
+ // waiting forever for the scene to be rendered which won't happen
+ // if the Scene3D item is not visible
+ if (!isVisible() && dontRenderWhenHidden)
return;
Q_ASSERT(QThread::currentThread() == thread());
@@ -498,6 +522,7 @@ void Scene3DItem::onBeforeSync()
// start rendering before this function has been called
// We add in a safety to skip such frames as this could otherwise
// make Qt3D enter a locked state
+ m_renderer->setSkipFrame(!needsRender());
m_renderer->allowRender();
// Note: it's too early to request an update at this point as
@@ -546,7 +571,7 @@ void Scene3DItem::setWindowSurface(QObject *rootObject)
/*!
\qmlmethod void Scene3D::setItemAreaAndDevicePixelRatio(size area, real devicePixelRatio)
- \brief \TODO
+ Sets the item area to \a area and the pixel ratio to \a devicePixelRatio.
*/
void Scene3DItem::setItemAreaAndDevicePixelRatio(QSize area, qreal devicePixelRatio)
{
@@ -569,25 +594,45 @@ bool Scene3DItem::isHoverEnabled() const
void Scene3DItem::setCameraAspectModeHelper()
{
- switch (m_cameraAspectRatioMode) {
- case AutomaticAspectRatio:
- connect(this, &Scene3DItem::widthChanged, this, &Scene3DItem::updateCameraAspectRatio);
- connect(this, &Scene3DItem::heightChanged, this, &Scene3DItem::updateCameraAspectRatio);
- // Update the aspect ratio the first time the surface is set
- updateCameraAspectRatio();
- break;
- case UserAspectRatio:
- disconnect(this, &Scene3DItem::widthChanged, this, &Scene3DItem::updateCameraAspectRatio);
- disconnect(this, &Scene3DItem::heightChanged, this, &Scene3DItem::updateCameraAspectRatio);
- break;
+ if (m_compositingMode == FBO) {
+ switch (m_cameraAspectRatioMode) {
+ case AutomaticAspectRatio:
+ connect(this, &Scene3DItem::widthChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ connect(this, &Scene3DItem::heightChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ // Update the aspect ratio the first time the surface is set
+ updateCameraAspectRatio();
+ break;
+ case UserAspectRatio:
+ disconnect(this, &Scene3DItem::widthChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ disconnect(this, &Scene3DItem::heightChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ break;
+ }
+ } else {
+ // In Underlay mode, we rely on the window for aspect ratio and not the size of the Scene3DItem
+ switch (m_cameraAspectRatioMode) {
+ case AutomaticAspectRatio:
+ connect(window(), &QWindow::widthChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ connect(window(), &QWindow::heightChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ // Update the aspect ratio the first time the surface is set
+ updateCameraAspectRatio();
+ break;
+ case UserAspectRatio:
+ disconnect(window(), &QWindow::widthChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ disconnect(window(), &QWindow::heightChanged, this, &Scene3DItem::updateCameraAspectRatio);
+ break;
+ }
}
}
void Scene3DItem::updateCameraAspectRatio()
{
if (m_camera) {
- m_camera->setAspectRatio(static_cast<float>(width()) /
- static_cast<float>(height()));
+ if (m_compositingMode == FBO)
+ m_camera->setAspectRatio(static_cast<float>(width()) /
+ static_cast<float>(height()));
+ else
+ m_camera->setAspectRatio(static_cast<float>(window()->width()) /
+ static_cast<float>(window()->height()));
}
}