300 lines
10 KiB
C++
300 lines
10 KiB
C++
// Copyright (C) 2017 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "window_singlethreaded.h"
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#include "cuberenderer.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QOpenGLFramebufferObject>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QOffscreenSurface>
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#include <QScreen>
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#include <QQmlEngine>
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#include <QQmlComponent>
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#include <QQuickItem>
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#include <QQuickWindow>
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#include <QQuickRenderControl>
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#include <QCoreApplication>
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#include <QQuickRenderTarget>
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#include <QQuickGraphicsDevice>
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class RenderControl : public QQuickRenderControl
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{
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public:
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RenderControl(QWindow *w) : m_window(w) { }
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QWindow *renderWindow(QPoint *offset) override;
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private:
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QWindow *m_window;
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};
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QWindow *RenderControl::renderWindow(QPoint *offset)
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{
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if (offset)
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*offset = QPoint(0, 0);
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return m_window;
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}
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WindowSingleThreaded::WindowSingleThreaded()
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: m_rootItem(nullptr),
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m_textureId(0),
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m_quickInitialized(false),
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m_quickReady(false),
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m_dpr(0)
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{
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setSurfaceType(QSurface::OpenGLSurface);
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QSurfaceFormat format;
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// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
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format.setDepthBufferSize(16);
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format.setStencilBufferSize(8);
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setFormat(format);
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m_context = new QOpenGLContext;
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m_context->setFormat(format);
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m_context->create();
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m_offscreenSurface = new QOffscreenSurface;
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// Pass m_context->format(), not format. Format does not specify and color buffer
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// sizes, while the context, that has just been created, reports a format that has
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// these values filled in. Pass this to the offscreen surface to make sure it will be
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// compatible with the context's configuration.
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m_offscreenSurface->setFormat(m_context->format());
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m_offscreenSurface->create();
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m_cubeRenderer = new CubeRenderer(m_offscreenSurface);
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m_renderControl = new RenderControl(this);
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// Create a QQuickWindow that is associated with out render control. Note that this
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// window never gets created or shown, meaning that it will never get an underlying
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// native (platform) window.
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m_quickWindow = new QQuickWindow(m_renderControl);
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// Create a QML engine.
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m_qmlEngine = new QQmlEngine;
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if (!m_qmlEngine->incubationController())
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m_qmlEngine->setIncubationController(m_quickWindow->incubationController());
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// When Quick says there is a need to render, we will not render immediately. Instead,
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// a timer with a small interval is used to get better performance.
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m_updateTimer.setSingleShot(true);
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m_updateTimer.setInterval(5);
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connect(&m_updateTimer, &QTimer::timeout, this, &WindowSingleThreaded::render);
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// Now hook up the signals. For simplicy we don't differentiate between
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// renderRequested (only render is needed, no sync) and sceneChanged (polish and sync
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// is needed too).
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connect(m_quickWindow, &QQuickWindow::sceneGraphInitialized, this, &WindowSingleThreaded::createTexture);
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connect(m_quickWindow, &QQuickWindow::sceneGraphInvalidated, this, &WindowSingleThreaded::destroyTexture);
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connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowSingleThreaded::requestUpdate);
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connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowSingleThreaded::requestUpdate);
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// Just recreating the texture on resize is not sufficient, when moving between screens
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// with different devicePixelRatio the QWindow size may remain the same but the texture
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// dimension is to change regardless.
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connect(this, &QWindow::screenChanged, this, &WindowSingleThreaded::handleScreenChange);
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}
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WindowSingleThreaded::~WindowSingleThreaded()
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{
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// Make sure the context is current while doing cleanup. Note that we use the
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// offscreen surface here because passing 'this' at this point is not safe: the
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// underlying platform window may already be destroyed. To avoid all the trouble, use
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// another surface that is valid for sure.
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m_context->makeCurrent(m_offscreenSurface);
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delete m_qmlComponent;
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delete m_qmlEngine;
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delete m_quickWindow;
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delete m_renderControl;
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if (m_textureId)
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m_context->functions()->glDeleteTextures(1, &m_textureId);
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m_context->doneCurrent();
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delete m_cubeRenderer;
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delete m_offscreenSurface;
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delete m_context;
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}
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void WindowSingleThreaded::createTexture()
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{
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// The scene graph has been initialized. It is now time to create an texture and associate
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// it with the QQuickWindow.
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m_dpr = devicePixelRatio();
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m_textureSize = size() * m_dpr;
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QOpenGLFunctions *f = m_context->functions();
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f->glGenTextures(1, &m_textureId);
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f->glBindTexture(GL_TEXTURE_2D, m_textureId);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_textureSize.width(), m_textureSize.height(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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m_quickWindow->setRenderTarget(QQuickRenderTarget::fromOpenGLTexture(m_textureId, m_textureSize));
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}
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void WindowSingleThreaded::destroyTexture()
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{
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m_context->functions()->glDeleteTextures(1, &m_textureId);
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m_textureId = 0;
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}
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void WindowSingleThreaded::render()
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{
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if (!m_context->makeCurrent(m_offscreenSurface))
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return;
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// Polish, synchronize and render the next frame (into our texture). In this example
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// everything happens on the same thread and therefore all three steps are performed
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// in succession from here. In a threaded setup the render() call would happen on a
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// separate thread.
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m_renderControl->beginFrame();
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m_renderControl->polishItems();
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m_renderControl->sync();
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m_renderControl->render();
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m_renderControl->endFrame();
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QOpenGLFramebufferObject::bindDefault();
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m_context->functions()->glFlush();
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m_quickReady = true;
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// Get something onto the screen.
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m_cubeRenderer->render(this, m_context, m_quickReady ? m_textureId : 0);
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}
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void WindowSingleThreaded::requestUpdate()
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{
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if (!m_updateTimer.isActive())
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m_updateTimer.start();
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}
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void WindowSingleThreaded::run()
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{
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disconnect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowSingleThreaded::run);
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if (m_qmlComponent->isError()) {
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const QList<QQmlError> errorList = m_qmlComponent->errors();
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for (const QQmlError &error : errorList)
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qWarning() << error.url() << error.line() << error;
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return;
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}
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QObject *rootObject = m_qmlComponent->create();
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if (m_qmlComponent->isError()) {
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const QList<QQmlError> errorList = m_qmlComponent->errors();
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for (const QQmlError &error : errorList)
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qWarning() << error.url() << error.line() << error;
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return;
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}
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m_rootItem = qobject_cast<QQuickItem *>(rootObject);
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if (!m_rootItem) {
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qWarning("run: Not a QQuickItem");
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delete rootObject;
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return;
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}
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// The root item is ready. Associate it with the window.
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m_rootItem->setParentItem(m_quickWindow->contentItem());
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// Update item and rendering related geometries.
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updateSizes();
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// Ensure key events are received by the root Rectangle.
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m_rootItem->forceActiveFocus();
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// Initialize the render control and our OpenGL resources.
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m_context->makeCurrent(m_offscreenSurface);
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m_quickWindow->setGraphicsDevice(QQuickGraphicsDevice::fromOpenGLContext(m_context));
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m_renderControl->initialize();
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m_quickInitialized = true;
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}
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void WindowSingleThreaded::updateSizes()
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{
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// Behave like SizeRootObjectToView.
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m_rootItem->setWidth(width());
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m_rootItem->setHeight(height());
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m_quickWindow->setGeometry(0, 0, width(), height());
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m_cubeRenderer->resize(width(), height());
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}
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void WindowSingleThreaded::startQuick(const QString &filename)
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{
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m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
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if (m_qmlComponent->isLoading())
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connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowSingleThreaded::run);
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else
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run();
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}
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void WindowSingleThreaded::exposeEvent(QExposeEvent *)
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{
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if (isExposed()) {
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if (!m_quickInitialized) {
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m_cubeRenderer->render(this, m_context, m_quickReady ? m_textureId : 0);
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startQuick(QStringLiteral("qrc:/qt/qml/rendercontrol/demo.qml"));
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}
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}
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}
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void WindowSingleThreaded::resizeTexture()
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{
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if (m_rootItem && m_context->makeCurrent(m_offscreenSurface)) {
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m_context->functions()->glDeleteTextures(1, &m_textureId);
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m_textureId = 0;
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createTexture();
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m_context->doneCurrent();
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updateSizes();
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render();
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}
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}
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void WindowSingleThreaded::resizeEvent(QResizeEvent *)
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{
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// If this is a resize after the scene is up and running, recreate the texture and the
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// Quick item and scene.
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if (m_textureId && m_textureSize != size() * devicePixelRatio())
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resizeTexture();
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}
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void WindowSingleThreaded::handleScreenChange()
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{
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if (m_dpr != devicePixelRatio())
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resizeTexture();
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}
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void WindowSingleThreaded::mousePressEvent(QMouseEvent *e)
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{
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// Use the constructor taking position and globalPosition. That puts position into the
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// event's position and scenePosition, and globalPosition into the event's globalPosition. This way
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// the scenePosition in e is ignored and is replaced by position. This is necessary
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// because QQuickWindow thinks of itself as a top-level window always.
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QMouseEvent mappedEvent(e->type(), e->position(), e->globalPosition(), e->button(), e->buttons(), e->modifiers());
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QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
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}
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void WindowSingleThreaded::mouseReleaseEvent(QMouseEvent *e)
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{
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QMouseEvent mappedEvent(e->type(), e->position(), e->globalPosition(), e->button(), e->buttons(), e->modifiers());
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QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
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}
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void WindowSingleThreaded::keyPressEvent(QKeyEvent *e)
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{
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QCoreApplication::sendEvent(m_quickWindow, e);
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}
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void WindowSingleThreaded::keyReleaseEvent(QKeyEvent *e)
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{
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QCoreApplication::sendEvent(m_quickWindow, e);
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}
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