/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DRender::Quick; namespace Qt3DRender { namespace Render { namespace Quick { RenderQmlEventHandler::RenderQmlEventHandler(Scene2D *node) : QObject() , m_node(node) { } // Event handler for the RenderQmlToTexture::renderThread bool RenderQmlEventHandler::event(QEvent *e) { switch (e->type()) { case RENDER: { m_node->render(); return true; } case INITIALIZE: { m_node->initializeRender(); return true; } case QUIT: { m_node->cleanup(); return true; } default: break; } return QObject::event(e); } Scene2D::Scene2D() : FrameGraphNode(FrameGraphNode::InvalidNodeType) , m_context(nullptr) , m_sharedObject(nullptr) , m_renderThread(nullptr) , m_graphicsContext(nullptr) , m_texture(nullptr) , m_initialized(false) , m_renderInitialized(false) , m_renderOnce(false) { } Scene2D::~Scene2D() { // this gets called from aspect thread. Wait for the render thread then delete it. if (m_renderThread) { m_renderThread->wait(1000); delete m_renderThread; } } void Scene2D::setTexture(Qt3DCore::QNodeId textureId) { m_textureId = textureId; attach(); checkInitialized(); } void Scene2D::checkInitialized() { if (!m_initialized && m_textureId != Qt3DCore::QNodeId()) { // Create render thread m_renderThread = new QThread(); m_renderThread->setObjectName(QStringLiteral("Scene2D::renderThread")); m_sharedObject->m_renderThread = m_renderThread; // Create event handler for the render thread m_sharedObject->m_renderObject = new RenderQmlEventHandler(this); m_sharedObject->m_renderObject->moveToThread(m_sharedObject->m_renderThread); m_sharedObject->m_renderThread->start(); // Notify main thread we have been initialized QCoreApplication::postEvent(m_sharedObject->m_renderManager, new QEvent(INITIALIZED)); // Initialize render thread QCoreApplication::postEvent(m_sharedObject->m_renderObject, new QEvent(INITIALIZE)); m_initialized = true; } } void Scene2D::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) { const auto typedChange = qSharedPointerCast>(change); const auto &data = typedChange->data; m_renderOnce = m_renderOnce; setSharedObject(data.sharedObject); setTexture(data.textureId); } void Scene2D::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { if (e->type() == Qt3DCore::PropertyUpdated) { Qt3DCore::QPropertyUpdatedChangePtr propertyChange = qSharedPointerCast(e); if (propertyChange->propertyName() == QByteArrayLiteral("enabled")) setEnabled(propertyChange->value().toBool()); else if (propertyChange->propertyName() == QByteArrayLiteral("dirty")) { // sent to trigger backend update when the texture gets rendered // so do nothing here } else if (propertyChange->propertyName() == QByteArrayLiteral("renderOnce")) m_renderOnce = propertyChange->value().toBool(); else if (propertyChange->propertyName() == QByteArrayLiteral("texture")) { Qt3DCore::QNodeId textureId = propertyChange->value().value(); setTexture(textureId); } markDirty(AbstractRenderer::AllDirty); } FrameGraphNode::sceneChangeEvent(e); } void Scene2D::setSharedObject(Qt3DRender::Quick::Scene2DSharedObjectPtr sharedObject) { m_sharedObject = sharedObject; } void Scene2D::initializeRender() { if (!m_renderInitialized) { Qt3DRender::Render::Renderer *renderer = static_cast(this->renderer()); if (!renderer) return; QSurfaceFormat format; format.setDepthBufferSize(24); format.setStencilBufferSize(8); m_context = new QOpenGLContext(); m_context->setFormat(format); m_context->setShareContext(renderer->shareContext()); m_context->create(); m_graphicsContext = new GraphicsContext(); m_graphicsContext->setOpenGLContext(m_context); m_graphicsContext->setRenderer(renderer); m_graphicsContext->makeCurrent(m_sharedObject->m_surface); m_sharedObject->m_renderControl->initialize(m_context); m_graphicsContext->doneCurrent(); QCoreApplication::postEvent(m_sharedObject->m_renderManager, new QEvent(PREPARE)); m_renderInitialized = true; } } void Scene2D::attach() { m_attachments = AttachmentPack(); Attachment attach; attach.m_mipLevel = 0; attach.m_textureUuid = m_textureId; attach.m_point = QRenderTargetOutput::AttachmentPoint::Color0; // m_attachments.addAttachment(attach); } void Scene2D::render() { if (m_initialized && m_sharedObject && this->isEnabled()) { QMutexLocker lock(&m_sharedObject->m_mutex); // Lookup backend texture if (m_texture == nullptr) { m_texture = renderer()->nodeManagers()->textureManager()->lookupResource(m_textureId); if (!m_texture) { qCDebug(Render::Framegraph) << Q_FUNC_INFO << "Texture not set"; return; } } m_graphicsContext->makeCurrent(m_sharedObject->m_surface); // Don't create the OpenGL texture in this thread. const bool canUseTexture = !m_texture->isTextureReset(); if (canUseTexture) { // Activate fbo for the texture QOpenGLTexture *glTex = m_texture->getOrCreateGLTexture(); const QSize textureSize = QSize(glTex->width(), glTex->height()); GLuint fbo = 0; //m_graphicsContext->activateRenderTargetForQmlRender(this, m_attachments, 0); if (fbo != m_sharedObject->m_quickWindow->renderTargetId()) m_sharedObject->m_quickWindow->setRenderTarget(fbo, textureSize); m_texture->textureLock()->lock(); } // Call disallow rendering while mutex is locked if (canUseTexture && m_renderOnce) m_sharedObject->disallowRender(); // Need to call sync even if the texture is not in use if (m_sharedObject->isSyncRequested()) { m_sharedObject->clearSyncRequest(); m_sharedObject->m_renderControl->sync(); // gui thread can now continue m_sharedObject->wakeWaiting(); lock.unlock(); } if (canUseTexture) { // Render m_sharedObject->m_renderControl->render(); // Tell main thread we are done so it can begin cleanup if (m_renderOnce) QCoreApplication::postEvent(m_sharedObject->m_renderManager, new QEvent(RENDERED)); m_sharedObject->m_quickWindow->resetOpenGLState(); m_context->functions()->glFlush(); m_texture->textureLock()->unlock(); } m_graphicsContext->doneCurrent(); } } void Scene2D::cleanup() { if (m_renderInitialized && m_initialized) { m_context->makeCurrent(m_sharedObject->m_surface); m_sharedObject->m_renderControl->invalidate(); m_context->doneCurrent(); m_sharedObject->m_renderThread->quit(); delete m_sharedObject->m_renderObject; m_sharedObject->m_renderObject = nullptr; delete m_context; m_context = nullptr; m_sharedObject = nullptr; delete m_graphicsContext; m_graphicsContext = nullptr; m_renderInitialized = false; m_initialized = false; } } } // namespace Quick } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE