qtdeclarative/examples/quick/rendercontrol/window.cpp

407 lines
14 KiB
C++

/****************************************************************************
**
** 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:
**
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** 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.
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** of its contributors may be used to endorse or promote products derived
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#include "window.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLFramebufferObject>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QOffscreenSurface>
#include <QQmlEngine>
#include <QQmlComponent>
#include <QQuickItem>
#include <QQuickWindow>
#include <QQuickRenderControl>
#include <QCoreApplication>
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. 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 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<QQmlError> 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<QQmlError> errorList = m_qmlComponent->errors();
foreach (const QQmlError &error, errorList)
qWarning() << error.url() << error.line() << error;
return;
}
m_rootItem = qobject_cast<QQuickItem *>(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);
}