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-rw-r--r--examples/quick/scenegraph/openglunderqml/squircle.cpp53
1 files changed, 41 insertions, 12 deletions
diff --git a/examples/quick/scenegraph/openglunderqml/squircle.cpp b/examples/quick/scenegraph/openglunderqml/squircle.cpp
index d6f6b327f2..828857fe24 100644
--- a/examples/quick/scenegraph/openglunderqml/squircle.cpp
+++ b/examples/quick/scenegraph/openglunderqml/squircle.cpp
@@ -53,6 +53,7 @@
#include <QtQuick/qquickwindow.h>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QOpenGLContext>
+#include <QtCore/QRunnable>
//! [7]
Squircle::Squircle()
@@ -82,10 +83,9 @@ void Squircle::handleWindowChanged(QQuickWindow *win)
connect(win, &QQuickWindow::beforeSynchronizing, this, &Squircle::sync, Qt::DirectConnection);
connect(win, &QQuickWindow::sceneGraphInvalidated, this, &Squircle::cleanup, Qt::DirectConnection);
//! [1]
- // If we allow QML to do the clearing, they would clear what we paint
- // and nothing would show.
//! [3]
- win->setClearBeforeRendering(false);
+ // Ensure we start with cleared to black. The squircle's blend mode relies on this.
+ win->setColor(Qt::black);
}
}
//! [3]
@@ -93,10 +93,23 @@ void Squircle::handleWindowChanged(QQuickWindow *win)
//! [6]
void Squircle::cleanup()
{
- if (m_renderer) {
- delete m_renderer;
- m_renderer = nullptr;
- }
+ delete m_renderer;
+ m_renderer = nullptr;
+}
+
+class CleanupJob : public QRunnable
+{
+public:
+ CleanupJob(SquircleRenderer *renderer) : m_renderer(renderer) { }
+ void run() override { delete m_renderer; }
+private:
+ SquircleRenderer *m_renderer;
+};
+
+void Squircle::releaseResources()
+{
+ window()->scheduleRenderJob(new CleanupJob(m_renderer), QQuickWindow::BeforeSynchronizingStage);
+ m_renderer = nullptr;
}
SquircleRenderer::~SquircleRenderer()
@@ -110,7 +123,8 @@ void Squircle::sync()
{
if (!m_renderer) {
m_renderer = new SquircleRenderer();
- connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::paint, Qt::DirectConnection);
+ connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::init, Qt::DirectConnection);
+ connect(window(), &QQuickWindow::beforeRenderPassRecording, m_renderer, &SquircleRenderer::paint, Qt::DirectConnection);
}
m_renderer->setViewportSize(window()->size() * window()->devicePixelRatio());
m_renderer->setT(m_t);
@@ -119,9 +133,12 @@ void Squircle::sync()
//! [9]
//! [4]
-void SquircleRenderer::paint()
+void SquircleRenderer::init()
{
if (!m_program) {
+ QSGRendererInterface *rif = m_window->rendererInterface();
+ Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::OpenGL || rif->graphicsApi() == QSGRendererInterface::OpenGLRhi);
+
initializeOpenGLFunctions();
m_program = new QOpenGLShaderProgram();
@@ -146,7 +163,15 @@ void SquircleRenderer::paint()
m_program->link();
}
+}
+
//! [4] //! [5]
+void SquircleRenderer::paint()
+{
+ // Play nice with the RHI. Not strictly needed when the scenegraph uses
+ // OpenGL directly.
+ m_window->beginExternalCommands();
+
m_program->bind();
m_program->enableAttributeArray(0);
@@ -157,6 +182,11 @@ void SquircleRenderer::paint()
-1, 1,
1, 1
};
+
+ // This example relies on (deprecated) client-side pointers for the vertex
+ // input. Therefore, we have to make sure no vertex buffer is bound.
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
m_program->setAttributeArray(0, GL_FLOAT, values, 2);
m_program->setUniformValue("t", (float) m_t);
@@ -164,9 +194,6 @@ void SquircleRenderer::paint()
glDisable(GL_DEPTH_TEST);
- glClearColor(0, 0, 0, 1);
- glClear(GL_COLOR_BUFFER_BIT);
-
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -178,5 +205,7 @@ void SquircleRenderer::paint()
// Not strictly needed for this example, but generally useful for when
// mixing with raw OpenGL.
m_window->resetOpenGLState();
+
+ m_window->endExternalCommands();
}
//! [5]