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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-08-16 09:54:03 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-08-22 16:10:19 +0200
commitef2715251e1785e273873e4000ed08fd99962ab7 (patch)
tree719be474a8cc13fe0a38bbf109501b090526e860 /examples/quick
parent7b130535cf590b310f23c8167986588d3982ad20 (diff)
Add missing scenegraph example docs
Change-Id: I72e18136a26cdfb52f204ce7d0491d14411956a4 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Diffstat (limited to 'examples/quick')
-rw-r--r--examples/quick/scenegraph/d3d11underqml/doc/images/d3d11underqml-example.jpgbin0 -> 79343 bytes
-rw-r--r--examples/quick/scenegraph/d3d11underqml/doc/src/d3d11underqml.qdoc58
-rw-r--r--examples/quick/scenegraph/metalunderqml/doc/images/metalunderqml-example.jpgbin0 -> 55194 bytes
-rw-r--r--examples/quick/scenegraph/metalunderqml/doc/src/metalunderqml.qdoc68
-rw-r--r--examples/quick/scenegraph/openglunderqml/doc/src/openglunderqml.qdoc5
-rw-r--r--examples/quick/scenegraph/rendernode/customrenderitem.cpp4
-rw-r--r--examples/quick/scenegraph/rendernode/doc/images/rendernode-example.jpgbin0 -> 77210 bytes
-rw-r--r--examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc163
-rw-r--r--examples/quick/scenegraph/rendernode/main.cpp2
-rw-r--r--examples/quick/scenegraph/rendernode/main.qml8
-rw-r--r--examples/quick/scenegraph/rendernode/openglrenderer.cpp11
-rw-r--r--examples/quick/scenegraph/rendernode/openglrenderer.h2
12 files changed, 320 insertions, 1 deletions
diff --git a/examples/quick/scenegraph/d3d11underqml/doc/images/d3d11underqml-example.jpg b/examples/quick/scenegraph/d3d11underqml/doc/images/d3d11underqml-example.jpg
new file mode 100644
index 0000000000..9f1e53ad61
--- /dev/null
+++ b/examples/quick/scenegraph/d3d11underqml/doc/images/d3d11underqml-example.jpg
Binary files differ
diff --git a/examples/quick/scenegraph/d3d11underqml/doc/src/d3d11underqml.qdoc b/examples/quick/scenegraph/d3d11underqml/doc/src/d3d11underqml.qdoc
new file mode 100644
index 0000000000..d7b60d3b81
--- /dev/null
+++ b/examples/quick/scenegraph/d3d11underqml/doc/src/d3d11underqml.qdoc
@@ -0,0 +1,58 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example scenegraph/d3d11underqml
+ \title Scene Graph - Direct3D 11 Under QML
+ \ingroup qtquickexamples
+ \brief Shows how to render directly with Direct3D 11 under a Qt Quick scene.
+
+ \image d3d11underqml-example.jpg
+
+ The Direct3D 11 Under QML example shows how an application can make use
+ of the \l QQuickWindow::beforeRendering() signal to draw custom
+ D3D11 content under a Qt Quick scene. This signal is emitted at
+ the start of every frame, before the scene graph starts its
+ rendering, thus any D3D11 draw calls that are made as a response
+ to this signal, will stack under the Qt Quick items.
+
+ As an alternative, applications that wish to render D3D11 content
+ on top of the Qt Quick scene, can do so by connecting to the \l
+ QQuickWindow::afterRendering() signal.
+
+ In this example, we will also see how it is possible to have
+ values that are exposed to QML which affect the D3D11
+ rendering. We animate the threshold value using a NumberAnimation
+ in the QML file and this value is used by the HLSL shader
+ program that draws the squircles.
+
+ The example is equivalent in most ways to the \l{Scene Graph - OpenGL Under
+ QML}{OpenGL Under QML} and \l{Scene Graph - Metal Under QML}{Metal Under
+ QML} examples, they all render the same custom content, just via different
+ native APIs.
+
+ */
diff --git a/examples/quick/scenegraph/metalunderqml/doc/images/metalunderqml-example.jpg b/examples/quick/scenegraph/metalunderqml/doc/images/metalunderqml-example.jpg
new file mode 100644
index 0000000000..98085773de
--- /dev/null
+++ b/examples/quick/scenegraph/metalunderqml/doc/images/metalunderqml-example.jpg
Binary files differ
diff --git a/examples/quick/scenegraph/metalunderqml/doc/src/metalunderqml.qdoc b/examples/quick/scenegraph/metalunderqml/doc/src/metalunderqml.qdoc
new file mode 100644
index 0000000000..d499f47de3
--- /dev/null
+++ b/examples/quick/scenegraph/metalunderqml/doc/src/metalunderqml.qdoc
@@ -0,0 +1,68 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example scenegraph/metalunderqml
+ \title Scene Graph - Metal Under QML
+ \ingroup qtquickexamples
+ \brief Shows how to render directly with Metal under a Qt Quick scene.
+
+ \image metalunderqml-example.jpg
+
+ The Metal Under QML example shows how an application can make use
+ of the \l QQuickWindow::beforeRendering() and \l
+ QQuickWindow::beforeRenderPassRecording() signals to draw custom
+ Metal content under a Qt Quick scene. This signal is emitted at
+ the start of every frame, before the scene graph starts its
+ rendering, thus any Metal draw calls that are made as a response
+ to this signal, will stack under the Qt Quick items. There are two
+ signals, because the custom Metal commands are recorded onto the
+ same command buffer with the same render command encoder that the
+ scene graph uses. beforeRendering() on its own is not sufficient
+ for this because it gets emitted at the start of the frame, before
+ having an
+ \l{https://developer.apple.com/documentation/metal/mtlrendercommandencoder}{MTLRenderCommandEncoder}
+ available. By also connecting to beforeRenderPassRecording(), the
+ application can gain access to the necessary native objects.
+
+ As an alternative, applications that wish to render Metal content
+ on top of the Qt Quick scene, can do so by connecting to the \l
+ QQuickWindow::afterRendering() and \l
+ QQuickWindow::afterRenderPassRecording() signals.
+
+ In this example, we will also see how it is possible to have
+ values that are exposed to QML which affect the Metal
+ rendering. We animate the threshold value using a NumberAnimation
+ in the QML file and this value is used by the Metal shader
+ program that draws the squircles.
+
+ The example is equivalent in most ways to the \l{Scene Graph - OpenGL Under
+ QML}{OpenGL Under QML} and \l{Scene Graph - Direct3D 11 Under QML}{Direct3D
+ 11 Under QML} examples, they all render the same custom content, just via
+ different native APIs.
+
+ */
diff --git a/examples/quick/scenegraph/openglunderqml/doc/src/openglunderqml.qdoc b/examples/quick/scenegraph/openglunderqml/doc/src/openglunderqml.qdoc
index 69a9d2ce4b..ed46b40420 100644
--- a/examples/quick/scenegraph/openglunderqml/doc/src/openglunderqml.qdoc
+++ b/examples/quick/scenegraph/openglunderqml/doc/src/openglunderqml.qdoc
@@ -50,6 +50,11 @@
in the QML file and this value is used by the OpenGL shader
program that draws the squircles.
+ The example is equivalent in most ways to the \l{Scene Graph - Direct3D 11 Under
+ QML}{Direct3D 11 Under QML} and \l{Scene Graph - Metal Under QML}{Metal Under
+ QML} examples, they all render the same custom content, just via different
+ native APIs.
+
\snippet scenegraph/openglunderqml/squircle.h 2
First of all, we need an object we can expose to QML. This is a
diff --git a/examples/quick/scenegraph/rendernode/customrenderitem.cpp b/examples/quick/scenegraph/rendernode/customrenderitem.cpp
index 9dbe8d86a0..7ba9286afa 100644
--- a/examples/quick/scenegraph/rendernode/customrenderitem.cpp
+++ b/examples/quick/scenegraph/rendernode/customrenderitem.cpp
@@ -56,13 +56,16 @@
#include "d3d12renderer.h"
#include "softwarerenderer.h"
+//! [1]
CustomRenderItem::CustomRenderItem(QQuickItem *parent)
: QQuickItem(parent)
{
// Our item shows something so set the flag.
setFlag(ItemHasContents);
}
+//! [1]
+//! [2]
QSGNode *CustomRenderItem::updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
{
QSGRenderNode *n = static_cast<QSGRenderNode *>(node);
@@ -98,3 +101,4 @@ QSGNode *CustomRenderItem::updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
return n;
}
+//! [2]
diff --git a/examples/quick/scenegraph/rendernode/doc/images/rendernode-example.jpg b/examples/quick/scenegraph/rendernode/doc/images/rendernode-example.jpg
new file mode 100644
index 0000000000..cbb59b950d
--- /dev/null
+++ b/examples/quick/scenegraph/rendernode/doc/images/rendernode-example.jpg
Binary files differ
diff --git a/examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc b/examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc
new file mode 100644
index 0000000000..e7864387cc
--- /dev/null
+++ b/examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc
@@ -0,0 +1,163 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example scenegraph/rendernode
+ \title Scene Graph - Custom Rendering with QSGRenderNode
+ \ingroup qtquickexamples
+ \brief Shows how to integrate drawing via the native graphics API with the Qt Quick scene graph.
+
+ \image rendernode-example.jpg
+
+ \l QSGRenderNode allows integrating draw and other calls made directly via
+ the Qt Quick scene graph's underlying native graphics API (such as, Vulkan,
+ Metal, Direct 3D, or OpenGL). This example demonstrates implementing a
+ custom QQuickItem backed by a QSGRenderNode implementation, where the node
+ renders a triangle directly via the graphics API. The rest of the scene
+ (background, text, rectangles) are standard Qt Quick items.
+
+ The custom item behaves like any other Qt Quick item, meaning it
+ participates and stacking and clipping as usual, which is a big difference
+ to the alternative approaches like having the custom rendering as an
+ overlay (connecting to \l QQuickWindow::afterRendering()) and underlay
+ (connecting to \l QQuickWindow::beforeRendering()) because those do not
+ offer the possibility of proper mixing of the custom content with the Qt
+ Quick scene.
+
+ Another important feature is that QSGRenderNode can be helpful to preserve
+ performance, when compared to some of the alternatives. Going through \l
+ QQuickFramebufferObject allows creating a custom item similarly to what
+ this example does, but it does it by rendering the custom content in a
+ texture, and then drawing a textured quad with that texture. This can be
+ expensive on some systems due to the cost of texturing and blending.
+ QSGRenderNode avoids this since the native graphics calls are issued in
+ line with the draw calls for the scene graph's batches.
+
+ All this comes at the cost of being more complex, and not necessarily being
+ suitable for all types of 3D content, in particular where vertices and
+ different depth would clash with the 2D content in the Qt Quick scene
+ graph's batches (those are better served by "flattening" into a 2D texture
+ via approaches like QQuickFramebufferObject). Therefore QSGRenderNode is
+ not always the right choice. It can however a good and powerful choice in
+ many cases. This is what the example demonstrates.
+
+ Let's go through the most important parts of the code:
+
+ \snippet scenegraph/rendernode/main.cpp 1
+
+ Our custom QML type is implemented in the class CustomRenderItem.
+
+ \snippet scenegraph/rendernode/main.qml 2
+
+ The corresponding import in the QML document.
+
+ \snippet scenegraph/rendernode/main.qml 3
+
+ The CustomRenderItem object. It is positioned to fill a big part of the
+ scene, covering its parent (the yellow rectangle; this will be used to
+ demonstrate clipping). The item will have its scale and rotation animated.
+
+ \snippet scenegraph/rendernode/main.qml 4
+
+ Text items are used to show some helpful information, such as, the
+ active graphics API Qt Quick uses.
+
+ \snippet scenegraph/rendernode/main.qml 5
+
+ Clicking the left mouse button is used to toggle clipping on the custom
+ item's parent item. By default this is done using scissoring (GL_SCISSOR_TEST
+ with OpenGL). A well-written QSGRenderNode implementation is expected to be
+ able to take this into account and enable scissor testing when the scene graph
+ indicates that it is necessary.
+
+ The right mouse button is used to toggle an animation on the rotation of
+ the parent item. With clipping enabled, this demonstrates clipping via the
+ stencil buffer since a rectangular scissor is not appropriate when we need
+ to clip to a rotated rectangle shape. The scene graph fills up the stencil
+ buffer as necessary, the QSGRenderNode implementation just has to enable
+ stencil testing using the provided reference value.
+
+ \snippet scenegraph/rendernode/customrenderitem.cpp 1
+
+ Moving on to the CustomRenderItem implementation. This is a visual item.
+
+ \snippet scenegraph/rendernode/customrenderitem.cpp 2
+
+ The implementation of \l QQuickItem::updatePaintNode() creates (if not yet
+ done) and returns an instance of a suitable QSGRenderNode subclass. The
+ example supports multiple graphics APIs, and also the \c software backend.
+
+ Let's look at the the render node for OpenGL (supporting both the
+ traditional, direct OpenGL-based scene graph, and also the modern,
+ abstracted variant using the RHI). For other graphics APIs, the concepts
+ and the outline of a QSGRenderNode implementation are the same. It is worth
+ noting that in some cases it will also be necessary to connect to a signal
+ like \l QQuickWindow::beforeRendering() to perform copy type of operations
+ (such as, vertex buffer uploads). This is not necessary for OpenGL, but it
+ is essential for Vulkan or Metal since there such operations cannot be
+ issued in render() as there is a renderpass being recorded when render() is
+ called.
+
+ \snippet scenegraph/rendernode/openglrenderer.h 1
+
+ The main job is to provide implementations of the virtual QSGRenderNode functions.
+
+ \snippet scenegraph/rendernode/openglrenderer.cpp 1
+
+ The pattern for safe graphics resource management is to do any cleanup in
+ \l{QSGRenderNode::releaseResources()}{releaseResources()}, while also
+ calling this from the destructor.
+
+ \snippet scenegraph/rendernode/openglrenderer.cpp 2
+
+ The render() function initializes graphics resources (in this case, an
+ OpenGL shader program and a vertex buffer), if not yet done. It then
+ makes sure the necessary resources are bound and updates uniforms.
+ The transformation matrix and the opacity are provided by the scene graph
+ either via the \c state argument or base class functions.
+
+ \snippet scenegraph/rendernode/openglrenderer.cpp 5
+
+ This render node is well-behaving since it basically renders in 2D,
+ respecting the item's geometry. This is not mandatory, but then flags() has
+ to return (or not return) the appropriate flags.
+
+ \snippet scenegraph/rendernode/openglrenderer.cpp 3
+
+ After setting up vertex inputs, but before recording a draw call for our
+ triangle, it is important to set some state in order to integrate with the
+ rest of the scene correctly. Setting scissor and stencil as instructed by
+ \c state allows our item to render correctly even when there are one or
+ more clips in the parent chain.
+
+ \snippet scenegraph/rendernode/openglrenderer.cpp 4
+
+ As shown above, we only really render in 2D (no depth), within the item's
+ geometry. changedStates() returns the flags corresponding to the OpenGL
+ states render() touches.
+
+*/
diff --git a/examples/quick/scenegraph/rendernode/main.cpp b/examples/quick/scenegraph/rendernode/main.cpp
index 21419abfc9..146d787e50 100644
--- a/examples/quick/scenegraph/rendernode/main.cpp
+++ b/examples/quick/scenegraph/rendernode/main.cpp
@@ -58,7 +58,9 @@ int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
+//! [1]
qmlRegisterType<CustomRenderItem>("SceneGraphRendering", 2, 0, "CustomRenderItem");
+//! [1]
QQuickView view;
diff --git a/examples/quick/scenegraph/rendernode/main.qml b/examples/quick/scenegraph/rendernode/main.qml
index 85060261c5..c89d6136c7 100644
--- a/examples/quick/scenegraph/rendernode/main.qml
+++ b/examples/quick/scenegraph/rendernode/main.qml
@@ -49,7 +49,9 @@
****************************************************************************/
import QtQuick 2.8
+//! [2]
import SceneGraphRendering 2.0
+//! [2]
Item {
Rectangle {
@@ -60,6 +62,7 @@ Item {
GradientStop { position: 1; color: "black" }
}
+ //! [5]
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.LeftButton | Qt.RightButton
@@ -73,6 +76,7 @@ Item {
}
}
}
+ // ![5]
Rectangle {
id: clipper
@@ -88,6 +92,7 @@ Item {
running: false
}
+ //! [3]
CustomRenderItem {
id: renderer
width: bg.width - 20
@@ -102,6 +107,7 @@ Item {
Translate { id: txIn; x: renderer.width / 2; y: renderer.height / 2 }
]
}
+ //! [3]
}
SequentialAnimation {
@@ -124,6 +130,7 @@ Item {
loops: Animation.Infinite
}
+ //! [4]
Text {
id: label
anchors.bottom: parent.bottom
@@ -146,6 +153,7 @@ Item {
+ "\nLeft click to toggle clipping to yellow rect"
+ "\nRight click to rotate (can be used to exercise stencil clip instead of scissor)"
}
+ // ![4]
}
Text {
diff --git a/examples/quick/scenegraph/rendernode/openglrenderer.cpp b/examples/quick/scenegraph/rendernode/openglrenderer.cpp
index 5e6b9e3656..0633731617 100644
--- a/examples/quick/scenegraph/rendernode/openglrenderer.cpp
+++ b/examples/quick/scenegraph/rendernode/openglrenderer.cpp
@@ -57,6 +57,7 @@
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
+//! [1]
OpenGLRenderNode::OpenGLRenderNode(QQuickItem *item)
: m_item(item)
{
@@ -74,6 +75,7 @@ void OpenGLRenderNode::releaseResources()
delete m_vbo;
m_vbo = nullptr;
}
+//! [1]
void OpenGLRenderNode::init()
{
@@ -121,19 +123,21 @@ void OpenGLRenderNode::init()
m_vbo->release();
}
+//! [2]
void OpenGLRenderNode::render(const RenderState *state)
{
if (!m_program)
init();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
-
m_program->bind();
m_program->setUniformValue(m_matrixUniform, *state->projectionMatrix() * *matrix());
m_program->setUniformValue(m_opacityUniform, float(inheritedOpacity()));
+//! [2]
m_vbo->bind();
+//! [5]
QPointF p0(m_item->width() - 1, m_item->height() - 1);
QPointF p1(0, 0);
QPointF p2(0, m_item->height() - 1);
@@ -142,6 +146,7 @@ void OpenGLRenderNode::render(const RenderState *state)
GLfloat(p1.x()), GLfloat(p1.y()),
GLfloat(p2.x()), GLfloat(p2.y()) };
m_vbo->write(0, vertices, sizeof(vertices));
+//! [5]
m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2);
m_program->setAttributeBuffer(1, GL_FLOAT, sizeof(vertices), 3);
@@ -152,6 +157,7 @@ void OpenGLRenderNode::render(const RenderState *state)
// (abstracted by RHI) OpenGL scenegraph. So set all the states that are
// important to us.
+ //! [3]
f->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
f->glEnable(GL_BLEND);
@@ -170,8 +176,10 @@ void OpenGLRenderNode::render(const RenderState *state)
}
f->glDrawArrays(GL_TRIANGLES, 0, 3);
+ //! [3]
}
+//! [4]
QSGRenderNode::StateFlags OpenGLRenderNode::changedStates() const
{
return BlendState | ScissorState | StencilState;
@@ -186,5 +194,6 @@ QRectF OpenGLRenderNode::rect() const
{
return QRect(0, 0, m_item->width(), m_item->height());
}
+//! [4]
#endif // opengl
diff --git a/examples/quick/scenegraph/rendernode/openglrenderer.h b/examples/quick/scenegraph/rendernode/openglrenderer.h
index ac640405c5..8d2d3caad1 100644
--- a/examples/quick/scenegraph/rendernode/openglrenderer.h
+++ b/examples/quick/scenegraph/rendernode/openglrenderer.h
@@ -63,6 +63,7 @@ class QOpenGLBuffer;
QT_END_NAMESPACE
+//! [1]
class OpenGLRenderNode : public QSGRenderNode
{
public:
@@ -74,6 +75,7 @@ public:
StateFlags changedStates() const override;
RenderingFlags flags() const override;
QRectF rect() const override;
+//! [1]
private:
void init();