/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. ** ** BSD License Usage ** Alternatively, 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 The Qt Company Ltd 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class RenderControl : public QQuickRenderControl { public: RenderControl(QWindow *w) : m_window(w) { } QWindow *renderWindow(QPoint *offset) override; private: QWindow *m_window; }; QWindow *RenderControl::renderWindow(QPoint *offset) { if (offset) *offset = QPoint(0, 0); return m_window; } WindowSingleThreaded::WindowSingleThreaded() : m_rootItem(nullptr), m_textureId(0), m_quickInitialized(false), m_quickReady(false), m_dpr(0) { 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_offscreenSurface); m_renderControl = new RenderControl(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::createTexture); connect(m_quickWindow, &QQuickWindow::sceneGraphInvalidated, this, &WindowSingleThreaded::destroyTexture); connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowSingleThreaded::requestUpdate); connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowSingleThreaded::requestUpdate); // Just recreating the texture on resize is not sufficient, when moving between screens // with different devicePixelRatio the QWindow size may remain the same but the texture // dimension is to change regardless. connect(this, &QWindow::screenChanged, this, &WindowSingleThreaded::handleScreenChange); } 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 m_qmlComponent; delete m_qmlEngine; delete m_quickWindow; delete m_renderControl; if (m_textureId) m_context->functions()->glDeleteTextures(1, &m_textureId); m_context->doneCurrent(); delete m_cubeRenderer; delete m_offscreenSurface; delete m_context; } void WindowSingleThreaded::createTexture() { // The scene graph has been initialized. It is now time to create an texture and associate // it with the QQuickWindow. m_dpr = devicePixelRatio(); m_textureSize = size() * m_dpr; QOpenGLFunctions *f = m_context->functions(); f->glGenTextures(1, &m_textureId); f->glBindTexture(GL_TEXTURE_2D, m_textureId); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_textureSize.width(), m_textureSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); m_quickWindow->setRenderTarget(QQuickRenderTarget::fromOpenGLTexture(m_textureId, m_textureSize)); } void WindowSingleThreaded::destroyTexture() { m_context->functions()->glDeleteTextures(1, &m_textureId); m_textureId = 0; } void WindowSingleThreaded::render() { if (!m_context->makeCurrent(m_offscreenSurface)) return; // Polish, synchronize and render the next frame (into our texture). 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->beginFrame(); m_renderControl->polishItems(); m_renderControl->sync(); m_renderControl->render(); m_renderControl->endFrame(); QOpenGLFramebufferObject::bindDefault(); m_context->functions()->glFlush(); m_quickReady = true; // Get something onto the screen. m_cubeRenderer->render(this, m_context, m_quickReady ? m_textureId : 0); } void WindowSingleThreaded::requestUpdate() { if (!m_updateTimer.isActive()) m_updateTimer.start(); } void WindowSingleThreaded::run() { disconnect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowSingleThreaded::run); if (m_qmlComponent->isError()) { const QList errorList = m_qmlComponent->errors(); for (const QQmlError &error : errorList) qWarning() << error.url() << error.line() << error; return; } QObject *rootObject = m_qmlComponent->create(); if (m_qmlComponent->isError()) { const QList errorList = m_qmlComponent->errors(); for (const QQmlError &error : errorList) qWarning() << error.url() << error.line() << error; return; } m_rootItem = qobject_cast(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_quickWindow->setGraphicsDevice(QQuickGraphicsDevice::fromOpenGLContext(m_context)); m_renderControl->initialize(); 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()) { if (!m_quickInitialized) { m_cubeRenderer->render(this, m_context, m_quickReady ? m_textureId : 0); startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml")); } } } void WindowSingleThreaded::resizeTexture() { if (m_rootItem && m_context->makeCurrent(m_offscreenSurface)) { m_context->functions()->glDeleteTextures(1, &m_textureId); m_textureId = 0; createTexture(); m_context->doneCurrent(); updateSizes(); render(); } } void WindowSingleThreaded::resizeEvent(QResizeEvent *) { // If this is a resize after the scene is up and running, recreate the texture and the // Quick item and scene. if (m_textureId && m_textureSize != size() * devicePixelRatio()) resizeTexture(); } void WindowSingleThreaded::handleScreenChange() { if (m_dpr != devicePixelRatio()) resizeTexture(); } void WindowSingleThreaded::mousePressEvent(QMouseEvent *e) { // Use the constructor taking position and globalPosition. That puts position into the // event's position and scenePosition, and globalPosition into the event's globalPosition. This way // the scenePosition in e is ignored and is replaced by position. This is necessary // because QQuickWindow thinks of itself as a top-level window always. QMouseEvent mappedEvent(e->type(), e->position(), e->globalPosition(), e->button(), e->buttons(), e->modifiers()); QCoreApplication::sendEvent(m_quickWindow, &mappedEvent); } void WindowSingleThreaded::mouseReleaseEvent(QMouseEvent *e) { QMouseEvent mappedEvent(e->type(), e->position(), e->globalPosition(), e->button(), e->buttons(), e->modifiers()); QCoreApplication::sendEvent(m_quickWindow, &mappedEvent); }