/**************************************************************************** ** ** 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/metaltextureimport \title Scene Graph - Metal Texture Import \ingroup qtquickexamples \brief Shows how to use a texture created directly with Metal. \image metaltextureimport-example.jpg The Metal Texture Import example shows how an application can import and use a \l{https://developer.apple.com/documentation/metal/mtltexture}{MTLTexture} in the Qt Quick scene. This provides an alternative to the \l{Scene Graph - Metal Under QML}{underlay}, overlay, or \l{Scene Graph - Custom Rendering with QSGRenderNode}{render node} approaches when it comes to integrating native Metal rendering. In many cases going through a texture, and therefore "flattening" the 3D contents first, is the best option to integrate and mix custom 3D contents with the 2D UI elements provided by Qt Quick. \snippet scenegraph/metaltextureimport/main.qml 1 \snippet scenegraph/metaltextureimport/main.qml 2 The application exposes a custom QQuickItem subclass under ther name of CustomTextureItem. This is instantiated in QML. The value of the \c t property is animated as well. \snippet scenegraph/metaltextureimport/metaltextureimport.h 1 The implementation of our custom item involves overriding QQuickItem::updatePaintNode(), as well as functions and slots related to geometry changes and cleanup. \snippet scenegraph/metaltextureimport/metaltextureimport.mm 1 We also need a scenegraph node. Instead of deriving directly from QSGNode, we can use QSGSimpleTextureNode which gives us some of the functionality pre-implemented as a convenience. \snippet scenegraph/metaltextureimport/metaltextureimport.mm 2 The updatePaintNode() function of the item is called on the render thread (if there is one), with the main (GUI) thread blocked. Here we create a new node if there has not yet been one, and update it. Accessing Qt objects living on the main thread is safe here, so sync() will calculate and copy the values it needs from QQuickItem or QQuickWindow. \snippet scenegraph/metaltextureimport/metaltextureimport.mm 3 The node does not merely rely on the typical QQuickItem - QSGNode update sequence, it connects to QQuickWindow::beforeRendering() as well. That is where the contents of the Metal texture will be updated by encoding a full render pass, targeting the texture, on the Qt Quicks scenegraph's command buffer. beforeRendering() is the right place for this, because the signal is emitted before Qt Quick starts to encode its own rendering commands. Choosing QQuickWindow::beforeRenderPassRecording() instead would be an error in this exanple. \snippet scenegraph/metaltextureimport/metaltextureimport.mm 4 \snippet scenegraph/metaltextureimport/metaltextureimport.mm 5 After copying the values we need, sync() also performs some graphics resource initialization. The MTLDevice is queried from the scenegraph. Once a MTLTexture is available, a QSGTexture wrapping (not owning) it is created via QQuickWindow::createTextureFromNativeObject(). This function is a modern equivalent to QQuickWindow::createTextureFromId() that is not tied to OpenGL. Finally, the QSGTexture is associated with the underlying materials by calling the base class' setTexture() function. \snippet scenegraph/metaltextureimport/metaltextureimport.mm 6 render(), the slot connected to beforeRendering(), encodes the rendering commands using the buffers and pipeline state objects created in sync(). */