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+/****************************************************************************
+**
+** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+** of its contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "window_singlethreaded.h"
+#include "cuberenderer.h"
+#include <QOpenGLContext>
+#include <QOpenGLFunctions>
+#include <QOpenGLFramebufferObject>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLBuffer>
+#include <QOpenGLVertexArrayObject>
+#include <QOffscreenSurface>
+#include <QQmlEngine>
+#include <QQmlComponent>
+#include <QQuickItem>
+#include <QQuickWindow>
+#include <QQuickRenderControl>
+#include <QCoreApplication>
+
+WindowSingleThreaded::WindowSingleThreaded()
+ : m_rootItem(0),
+ m_fbo(0),
+ m_quickInitialized(false),
+ m_quickReady(false)
+{
+ setSurfaceType(QSurface::OpenGLSurface);
+
+ QSurfaceFormat format;
+ // Qt Quick may need a depth and stencil buffer. Always make sure these are available.
+ format.setDepthBufferSize(16);
+ format.setStencilBufferSize(8);
+ setFormat(format);
+
+ m_context = new QOpenGLContext;
+ m_context->setFormat(format);
+ m_context->create();
+
+ m_offscreenSurface = new QOffscreenSurface;
+ // Pass m_context->format(), not format. Format does not specify and color buffer
+ // sizes, while the context, that has just been created, reports a format that has
+ // these values filled in. Pass this to the offscreen surface to make sure it will be
+ // compatible with the context's configuration.
+ m_offscreenSurface->setFormat(m_context->format());
+ m_offscreenSurface->create();
+
+ m_cubeRenderer = new CubeRenderer;
+
+ m_renderControl = new QQuickRenderControl(this);
+
+ // Create a QQuickWindow that is associated with out render control. Note that this
+ // window never gets created or shown, meaning that it will never get an underlying
+ // native (platform) window.
+ m_quickWindow = new QQuickWindow(m_renderControl);
+
+ // Create a QML engine.
+ m_qmlEngine = new QQmlEngine;
+ if (!m_qmlEngine->incubationController())
+ m_qmlEngine->setIncubationController(m_quickWindow->incubationController());
+
+ // When Quick says there is a need to render, we will not render immediately. Instead,
+ // a timer with a small interval is used to get better performance.
+ m_updateTimer.setSingleShot(true);
+ m_updateTimer.setInterval(5);
+ connect(&m_updateTimer, &QTimer::timeout, this, &WindowSingleThreaded::render);
+
+ // Now hook up the signals. For simplicy we don't differentiate between
+ // renderRequested (only render is needed, no sync) and sceneChanged (polish and sync
+ // is needed too).
+ connect(m_quickWindow, &QQuickWindow::sceneGraphInitialized, this, &WindowSingleThreaded::createFbo);
+ connect(m_quickWindow, &QQuickWindow::sceneGraphInvalidated, this, &WindowSingleThreaded::destroyFbo);
+ connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowSingleThreaded::requestUpdate);
+ connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowSingleThreaded::requestUpdate);
+}
+
+WindowSingleThreaded::~WindowSingleThreaded()
+{
+ // Make sure the context is current while doing cleanup. Note that we use the
+ // offscreen surface here because passing 'this' at this point is not safe: the
+ // underlying platform window may already be destroyed. To avoid all the trouble, use
+ // another surface that is valid for sure.
+ m_context->makeCurrent(m_offscreenSurface);
+
+ // Delete the render control first since it will free the scenegraph resources.
+ // Destroy the QQuickWindow only afterwards.
+ delete m_renderControl;
+
+ delete m_qmlComponent;
+ delete m_quickWindow;
+ delete m_qmlEngine;
+ delete m_fbo;
+
+ m_context->doneCurrent();
+
+ delete m_offscreenSurface;
+ delete m_context;
+
+ delete m_cubeRenderer;
+}
+
+void WindowSingleThreaded::createFbo()
+{
+ // The scene graph has been initialized. It is now time to create an FBO and associate
+ // it with the QQuickWindow.
+ m_fbo = new QOpenGLFramebufferObject(size(), QOpenGLFramebufferObject::CombinedDepthStencil);
+ m_quickWindow->setRenderTarget(m_fbo);
+}
+
+void WindowSingleThreaded::destroyFbo()
+{
+ delete m_fbo;
+ m_fbo = 0;
+}
+
+void WindowSingleThreaded::render()
+{
+ if (!m_context->makeCurrent(m_offscreenSurface))
+ return;
+
+ // Polish, synchronize and render the next frame (into our fbo). In this example
+ // everything happens on the same thread and therefore all three steps are performed
+ // in succession from here. In a threaded setup the render() call would happen on a
+ // separate thread.
+ m_renderControl->polishItems();
+ m_renderControl->sync();
+ m_renderControl->render();
+
+ m_quickWindow->resetOpenGLState();
+ QOpenGLFramebufferObject::bindDefault();
+
+ m_quickReady = true;
+
+ // Get something onto the screen.
+ m_cubeRenderer->render(this, m_context, m_quickReady ? m_fbo->texture() : 0);
+}
+
+void WindowSingleThreaded::requestUpdate()
+{
+ if (!m_updateTimer.isActive())
+ m_updateTimer.start();
+}
+
+void WindowSingleThreaded::run()
+{
+ disconnect(m_qmlComponent, SIGNAL(statusChanged(QQmlComponent::Status)), this, SLOT(run()));
+
+ if (m_qmlComponent->isError()) {
+ QList<QQmlError> errorList = m_qmlComponent->errors();
+ foreach (const QQmlError &error, errorList)
+ qWarning() << error.url() << error.line() << error;
+ return;
+ }
+
+ QObject *rootObject = m_qmlComponent->create();
+ if (m_qmlComponent->isError()) {
+ QList<QQmlError> errorList = m_qmlComponent->errors();
+ foreach (const QQmlError &error, errorList)
+ qWarning() << error.url() << error.line() << error;
+ return;
+ }
+
+ m_rootItem = qobject_cast<QQuickItem *>(rootObject);
+ if (!m_rootItem) {
+ qWarning("run: Not a QQuickItem");
+ delete rootObject;
+ return;
+ }
+
+ // The root item is ready. Associate it with the window.
+ m_rootItem->setParentItem(m_quickWindow->contentItem());
+
+ // Update item and rendering related geometries.
+ updateSizes();
+
+ // Initialize the render control and our OpenGL resources.
+ m_context->makeCurrent(m_offscreenSurface);
+ m_renderControl->initialize(m_context);
+ m_quickInitialized = true;
+}
+
+void WindowSingleThreaded::updateSizes()
+{
+ // Behave like SizeRootObjectToView.
+ m_rootItem->setWidth(width());
+ m_rootItem->setHeight(height());
+
+ m_quickWindow->setGeometry(0, 0, width(), height());
+
+ m_cubeRenderer->resize(width(), height());
+}
+
+void WindowSingleThreaded::startQuick(const QString &filename)
+{
+ m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
+ if (m_qmlComponent->isLoading())
+ connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowSingleThreaded::run);
+ else
+ run();
+}
+
+void WindowSingleThreaded::exposeEvent(QExposeEvent *)
+{
+ if (isExposed()) {
+ m_cubeRenderer->render(this, m_context, m_quickReady ? m_fbo->texture() : 0);
+ if (!m_quickInitialized)
+ startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml"));
+ }
+}
+
+void WindowSingleThreaded::resizeEvent(QResizeEvent *)
+{
+ // If this is a resize after the scene is up and running, recreate the fbo and the
+ // Quick item and scene.
+ if (m_rootItem && m_context->makeCurrent(m_offscreenSurface)) {
+ delete m_fbo;
+ createFbo();
+ m_context->doneCurrent();
+ updateSizes();
+ }
+}
+
+void WindowSingleThreaded::mousePressEvent(QMouseEvent *e)
+{
+ // Use the constructor taking localPos and screenPos. That puts localPos into the
+ // event's localPos and windowPos, and screenPos into the event's screenPos. This way
+ // the windowPos in e is ignored and is replaced by localPos. This is necessary
+ // because QQuickWindow thinks of itself as a top-level window always.
+ QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
+ QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
+}
+
+void WindowSingleThreaded::mouseReleaseEvent(QMouseEvent *e)
+{
+ QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
+ QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
+}