qtdeclarative/examples/quick/rendercontrol/rendercontrol_opengl/window_singlethreaded.cpp

300 lines
10 KiB
C++

// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "window_singlethreaded.h"
#include "cuberenderer.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLFramebufferObject>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOffscreenSurface>
#include <QScreen>
#include <QQmlEngine>
#include <QQmlComponent>
#include <QQuickItem>
#include <QQuickWindow>
#include <QQuickRenderControl>
#include <QCoreApplication>
#include <QQuickRenderTarget>
#include <QQuickGraphicsDevice>
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<QQmlError> 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<QQmlError> errorList = m_qmlComponent->errors();
for (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();
// Ensure key events are received by the root Rectangle.
m_rootItem->forceActiveFocus();
// 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:/qt/qml/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);
}
void WindowSingleThreaded::keyPressEvent(QKeyEvent *e)
{
QCoreApplication::sendEvent(m_quickWindow, e);
}
void WindowSingleThreaded::keyReleaseEvent(QKeyEvent *e)
{
QCoreApplication::sendEvent(m_quickWindow, e);
}