/**************************************************************************** ** ** 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.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include Window::Window() : m_rootItem(0), m_fbo(0), m_program(0), m_vbo(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_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, &Window::updateQuick); // 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, &Window::createFbo); connect(m_quickWindow, &QQuickWindow::sceneGraphInvalidated, this, &Window::destroyFbo); connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &Window::requestUpdate); connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &Window::requestUpdate); } Window::~Window() { // Make sure the context is current while doing cleanup. m_context->makeCurrent(this); // 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; delete m_program; delete m_vbo; delete m_vao; m_context->doneCurrent(); delete m_offscreenSurface; delete m_context; } void Window::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 Window::destroyFbo() { delete m_fbo; m_fbo = 0; } void Window::requestUpdate() { if (!m_updateTimer.isActive()) m_updateTimer.start(); } void Window::run() { disconnect(m_qmlComponent, SIGNAL(statusChanged(QQmlComponent::Status)), this, SLOT(run())); if (m_qmlComponent->isError()) { QList 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 errorList = m_qmlComponent->errors(); foreach (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_renderControl->initialize(m_context); static const char *vertexShaderSource = "attribute highp vec4 vertex;\n" "attribute lowp vec2 coord;\n" "varying lowp vec2 v_coord;\n" "uniform highp mat4 matrix;\n" "void main() {\n" " v_coord = coord;\n" " gl_Position = matrix * vertex;\n" "}\n"; static const char *fragmentShaderSource = "varying lowp vec2 v_coord;\n" "uniform sampler2D sampler;\n" "void main() {\n" " gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n" "}\n"; m_program = new QOpenGLShaderProgram; m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); m_program->bindAttributeLocation("vertex", 0); m_program->bindAttributeLocation("coord", 1); m_program->link(); m_matrixLoc = m_program->uniformLocation("matrix"); m_vao = new QOpenGLVertexArrayObject; m_vao->create(); m_vao->bind(); m_vbo = new QOpenGLBuffer; m_vbo->create(); m_vbo->bind(); GLfloat v[] = { -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 }; GLfloat texCoords[] = { 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f }; const int vertexCount = 36; m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5); m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3); m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2); m_vbo->release(); if (m_vao->isCreated()) setupVertexAttribs(); // Must unbind before changing the current context. Hence the absence of // QOpenGLVertexArrayObject::Binder here. m_vao->release(); m_context->doneCurrent(); m_quickInitialized = true; } void Window::updateSizes() { // Behave like SizeRootObjectToView. m_rootItem->setWidth(width()); m_rootItem->setHeight(height()); m_quickWindow->setGeometry(0, 0, width(), height()); m_proj.setToIdentity(); m_proj.perspective(45, width() / float(height()), 0.01f, 100.0f); } void Window::setupVertexAttribs() { m_vbo->bind(); m_program->enableAttributeArray(0); m_program->enableAttributeArray(1); m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (const void *)(36 * 3 * sizeof(GLfloat))); m_vbo->release(); } void Window::startQuick(const QString &filename) { m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename)); if (m_qmlComponent->isLoading()) connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &Window::run); else run(); } void Window::exposeEvent(QExposeEvent *) { if (isExposed()) { render(); if (!m_quickInitialized) startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml")); } } void Window::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 Window::updateQuick() { 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. render(); } void Window::render() { if (!m_context->makeCurrent(this)) return; QOpenGLFunctions *f = m_context->functions(); f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f); f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (m_quickReady) { f->glFrontFace(GL_CW); // because our cube's vertex data is such f->glEnable(GL_CULL_FACE); f->glEnable(GL_DEPTH_TEST); f->glBindTexture(GL_TEXTURE_2D, m_fbo->texture()); m_program->bind(); QOpenGLVertexArrayObject::Binder vaoBinder(m_vao); // If VAOs are not supported, set the vertex attributes every time. if (!m_vao->isCreated()) setupVertexAttribs(); static GLfloat angle = 0; QMatrix4x4 m; m.translate(0, 0, -2); m.rotate(90, 0, 0, 1); m.rotate(angle, 0.5, 1, 0); angle += 0.5f; m_program->setUniformValue(m_matrixLoc, m_proj * m); // Draw the cube. f->glDrawArrays(GL_TRIANGLES, 0, 36); m_program->release(); f->glDisable(GL_DEPTH_TEST); f->glDisable(GL_CULL_FACE); } m_context->swapBuffers(this); } void Window::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 Window::mouseReleaseEvent(QMouseEvent *e) { QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers()); QCoreApplication::sendEvent(m_quickWindow, &mappedEvent); }