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+/****************************************************************************
+**
+** 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 example has
+ full support for OpenGL and Metal, as well as the software backend of Qt
+ Quick.
+
+ 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.
+
+*/