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/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtCanvas3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "canvas3d_p.h"
#include "context3d_p.h"
#include "canvas3dcommon_p.h"
#include "canvasrendernode_p.h"
#include "teximage3d_p.h"
#include <QtGui/QGuiApplication>
#include <QtGui/QOffscreenSurface>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtQml/QQmlEngine>
#include <QtQml/QQmlContext>
#include <QtCore/QElapsedTimer>
/*!
* \qmltype Canvas3D
* \since QtCanvas3D 1.0
* \ingroup qtcanvas3d-qml-types
* \brief Canvas that provides a 3D rendering context.
*
* The Canvas3D is a QML element that, when placed in your Qt Quick 2 scene, allows you to
* get a 3D rendering context and call 3D rendering API calls through that context object.
* Use of the rendering API requires knowledge of OpenGL like rendering APIs.
*
* There are two functions that are called by the Canvas3D implementation:
* \list
* \li initGL is emitted before the first frame is rendered, and usually during that you get
* the 3D context and initialize resources to be used later on during the rendering cycle.
* \li renderGL is emitted for each frame to be rendered, and usually during that you
* submit 3D rendering calls to draw whatever 3D content you want to be displayed.
* \endlist
*
* \sa Context3D, {QML Canvas 3D QML Types}
*/
/*!
* \internal
*/
Canvas::Canvas(QQuickItem *parent):
QQuickItem(parent),
m_renderNodeReady(false),
m_logAllCalls(false),
m_mainThread(QThread::currentThread()),
m_contextThread(0),
m_context3D(0),
m_isFirstRender(true),
m_glContext(0),
m_glContextQt(0),
m_contextWindow(0),
m_isContextAttribsSet(false),
m_antialiasFbo(0),
m_renderFbo(0),
m_displayFbo(0),
m_offscreenSurface(0)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
connect(this, &QQuickItem::windowChanged, this, &Canvas::handleWindowChanged);
connect(this, &Canvas::needRender, this, &Canvas::renderNext, Qt::QueuedConnection);
setAntialiasing(false);
// Set contents to false in case we are in qml designer to make component look nice
m_runningInDesigner = QGuiApplication::applicationDisplayName() == "Qml2Puppet";
setFlag(ItemHasContents, !m_runningInDesigner);
#if (QT_VERSION >= QT_VERSION_CHECK(5, 4, 0))
if (QCoreApplication::testAttribute(Qt::AA_UseSoftwareOpenGL))
m_isSoftwareRendered = true;
#endif
/*!
* \qmlsignal void Canvas::initGL()
* Emitted once when Canvas3D is ready and OpenGL state initialization can be done by the client.
*/
/*!
* \qmlsignal void Canvas::renderGL()
* Emitted each time a new frame should be drawn to Canvas3D. Driven by the QML scenegraph loop.
*/
/*!
* \internal
*/
Canvas::~Canvas()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
shutDown();
}
/*!
* \internal
*/
void Canvas::shutDown()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
if (!m_glContext)
return;
disconnect(m_contextWindow, 0, this, 0);
disconnect(this, 0, this, 0);
m_glContext->makeCurrent(m_offscreenSurface);
delete m_renderFbo;
delete m_displayFbo;
delete m_antialiasFbo;
delete m_context3D;
m_glContext->doneCurrent();
if (m_logAllCalls) qDebug() << m_contextThread << m_mainThread;
if (m_contextThread && m_contextThread != m_mainThread) {
m_offscreenSurface->deleteLater();
} else {
delete m_offscreenSurface;
}
m_glContext = 0;
m_glContextQt = 0;
}
/*!
* \qmlproperty bool Canvas3D::logAllCalls
* Specifies if all Canvas3D method calls (including internal ones) are logged to the console.
* Defaults to \c{false}.
*/
void Canvas::setLogAllCalls(bool logCalls)
{
if (m_logAllCalls != logCalls) {
m_logAllCalls = logCalls;
emit logAllCallsChanged(logCalls);
}
}
bool Canvas::logAllCalls() const
{
return m_logAllCalls;
}
/*!
* \qmlproperty bool Canvas3D::logAllErrors
* Specifies if all GL errors are checked and logged to the console. Defaults to \c{false}.
* WARNING! Enabling this flag will have severe negative performance impact due to use of
* \c{glGetError()} after each function call, so only enable it while debugging an issue during
* development.
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*/
void Canvas::setLogAllErrors(bool logErrors)
{
if (m_logAllErrors != logErrors) {
m_logAllErrors = logErrors;
emit logAllErrorsChanged(logErrors);
}
}
bool Canvas::logAllErrors() const
{
return m_logAllErrors;
}
/*!
* \qmlsignal Canvas3D::needRender()
* This signal, if emitted, causes a re-rendering cycle to happen. Usually this is needed
* if a value that affects the look of the 3D scene has changed, but no other mechanism
* triggers the re-render cycle.
*/
/*!
* \qmlsignal Canvas3D::textureReady(int id, size size, float devicePixelRatio)
* Emitted when a new texture is ready to inform the render node.
*/
/*!
* \qmlproperty float Canvas3D::devicePixelRatio
* Specifies the ratio between logical pixels (used by the Qt Quick) and actual physical
* on-screen pixels (used by the 3D rendering).
*/
float Canvas::devicePixelRatio()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
QQuickWindow *win = window();
if (win)
return win->devicePixelRatio();
else
return 1.0f;
}
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/*!
* \qmlmethod Context3D Canvas3D::getContext(string type)
* Returns the 3D rendering context that allows 3D rendering calls to be made.
* The \a type parameter is ignored for now, but a string is expected to be given.
*/
/*!
* \internal
*/
CanvasContext *Canvas::getContext(const QString &type)
{
QVariantMap map;
return getContext(type, map);
}
/*!
* \qmlmethod Context3D Canvas3D::getContext(string type, ContextAttributes options)
* Returns the 3D rendering context that allows 3D rendering calls to be made.
* The \a type parameter is ignored for now, but a string is expected to be given.
* The \a options parameter is only parsed when the first call to getContext() is
* made and is ignored in subsequent calls if given. If the first call is made without
* giving the \a options parameter, then the context and render target is initialized with
* default configuration.
*
* \sa ContextAttributes, Context3D
*/
/*!
* \internal
*/
CanvasContext *Canvas::getContext(const QString &type, const QVariantMap &options)
{
Q_UNUSED(type);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< "("
<< type << ", " << options
<< ")";
// Accept passed attributes only from first call and ignore for subsequent calls
m_isContextAttribsSet = true;
m_contextAttribs.setFrom(options);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Attribs:" << m_contextAttribs;
// If we can't do antialiasing, ensure we don't even try to enable it
if (m_maxSamples == 0 || m_isSoftwareRendered)
// Reflect the fact that creation of stencil attachment
// causes the creation of depth attachment as well
if (m_contextAttribs.stencil())
m_contextAttribs.setDepth(true);
// Ensure ignored attributes are left to their default state
m_contextAttribs.setAlpha(false);
m_contextAttribs.setPremultipliedAlpha(false);
m_contextAttribs.setPreserveDrawingBuffer(false);
m_contextAttribs.setPreferLowPowerToHighPerformance(false);
m_contextAttribs.setFailIfMajorPerformanceCaveat(false);
}
if (!m_context3D) {
// Create the context using current context attributes
updateWindowParameters();
QOpenGLFramebufferObjectFormat format;
QOpenGLFramebufferObjectFormat antialiasFboFormat;
// Initialize the swap buffer chain
if (m_contextAttribs.depth() && m_contextAttribs.stencil() && !m_contextAttribs.antialias())
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else if (m_contextAttribs.depth() && !m_contextAttribs.antialias())
format.setAttachment(QOpenGLFramebufferObject::Depth);
else if (m_contextAttribs.stencil() && !m_contextAttribs.antialias())
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else
format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
if (m_contextAttribs.antialias()) {
antialiasFboFormat.setSamples(m_maxSamples);
if (antialiasFboFormat.samples() != m_maxSamples) {
qDebug() << "Failed to use " << m_maxSamples << " will use " << antialiasFboFormat.samples();
}
if (m_contextAttribs.depth() && m_contextAttribs.stencil())
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else if (m_contextAttribs.depth())
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::Depth);
else
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
}
QSurfaceFormat surfaceFormat = m_glContextQt->format();
surfaceFormat.setSwapBehavior(QSurfaceFormat::SingleBuffer);
surfaceFormat.setSwapInterval(0);
}
if (m_contextAttribs.alpha())
surfaceFormat.setAlphaBufferSize(8);
else
surfaceFormat.setAlphaBufferSize(0);
if (m_contextAttribs.depth())
surfaceFormat.setDepthBufferSize(24);
if (m_contextAttribs.stencil())
surfaceFormat.setStencilBufferSize(8);
else
surfaceFormat.setStencilBufferSize(-1);
if (m_contextAttribs.antialias())
surfaceFormat.setSamples(antialiasFboFormat.samples());
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Creating QOpenGLContext with surfaceFormat :"
<< surfaceFormat;
m_contextWindow = window();
m_contextThread = QThread::currentThread();
m_glContext = new QOpenGLContext();
m_glContext->setFormat(surfaceFormat);
m_glContext->setShareContext(m_glContextQt);
if (!m_glContext->create()) {
qWarning("Failed to create context for FBO");
return Q_NULLPTR;
}
m_offscreenSurface = new QOffscreenSurface();
m_offscreenSurface->setFormat(m_glContext->format());
m_offscreenSurface->create();
if (!m_glContext->makeCurrent(m_offscreenSurface)) {
qWarning("Failed to make offscreen surface current");
return Q_NULLPTR;
}
// Initialize OpenGL functions using the created GL context
initializeOpenGLFunctions();
// Create the FBOs
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Creating front and back FBO's with attachment format of :"
<< format.attachment();
m_displayFbo = new QOpenGLFramebufferObject(m_initialisedSize, format);
m_renderFbo = new QOpenGLFramebufferObject(m_initialisedSize, format);
// Clear the FBOs to prevent random junk appearing on the screen
glClearColor(0,0,0,0);
m_displayFbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
m_renderFbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Render FBO handle:" << m_renderFbo->handle()
<< " isValid:" << m_renderFbo->isValid();
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Creating MSAA buffer with "
<< antialiasFboFormat.samples() << "samples "
<< "and attachment format of :"
<< antialiasFboFormat.attachment();
m_antialiasFbo = new QOpenGLFramebufferObject(m_initialisedSize, antialiasFboFormat);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Antialias FBO handle:" << m_antialiasFbo->handle()
<< " isValid:" << m_antialiasFbo->isValid();
m_antialiasFbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
m_context3D = new CanvasContext(m_glContext, m_offscreenSurface,
QQmlEngine::contextForObject(this)->engine(),
m_initialisedSize.width() * m_devicePixelRatio,
m_initialisedSize.height() * m_devicePixelRatio,
m_isOpenGLES2);
m_context3D->setCanvas(this);
m_context3D->setDevicePixelRatio(m_devicePixelRatio);
m_context3D->setContextAttributes(m_contextAttribs);
m_context3D->setLogAllCalls(this->logAllCalls());
m_context3D->setLogAllErrors(this->logAllErrors());
connect(this, &Canvas::logAllCallsChanged, m_context3D, &CanvasContext::setLogAllCalls);
connect(this, &Canvas::logAllErrorsChanged, m_context3D, &CanvasContext::setLogAllErrors);
return m_context3D;
}
/*!
* \internal
*/
void Canvas::handleWindowChanged(QQuickWindow *window)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << "(" << window << ")";
if (!window)
return;
}
/*!
* \internal
*/
void Canvas::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
QQuickItem::geometryChanged(newGeometry, oldGeometry);
m_cachedGeometry = newGeometry;
}
/*!
* \internal
*/
void Canvas::itemChange(ItemChange change, const ItemChangeData &value)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << change;
QQuickItem::itemChange(change, value);
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}
/*!
* \internal
*/
CanvasContext *Canvas::context()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << "()";
return m_context3D;
}
/*!
* \internal
*/
void Canvas::updateWindowParameters()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
// Update the device pixel ratio, window size and bounding box
QQuickWindow *win = window();
if (win) {
qreal pixelRatio = win->devicePixelRatio();
if (pixelRatio != m_devicePixelRatio) {
m_devicePixelRatio = pixelRatio;
emit devicePixelRatioChanged(pixelRatio);
win->update();
}
}
if (m_context3D) {
if (m_context3D->devicePixelRatio() != m_devicePixelRatio)
m_context3D->setDevicePixelRatio(m_devicePixelRatio);
}
}
/*!
* \internal
*/
void Canvas::ready()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
connect(window(), &QQuickWindow::sceneGraphInvalidated,
update();
}
/*!
* \internal
*/
QSGNode *Canvas::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *data)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< "("
<< oldNode <<", " << data
<< ")";
updateWindowParameters();
m_initialisedSize = boundingRect().size().toSize() * m_devicePixelRatio;
if (m_logAllCalls) qDebug() << " m_initialisedSize:" << m_initialisedSize
<< " devicePixelRatio:" << m_devicePixelRatio;
if (m_runningInDesigner
|| m_initialisedSize.width() <= 0
|| m_initialisedSize.height() <= 0
|| !window()) {
delete oldNode;
if (m_logAllCalls) qDebug() << " Returns null";
return 0;
}
CanvasRenderNode *node = static_cast<CanvasRenderNode *>(oldNode);
if (!m_glContextQt) {
m_glContextQt = window()->openglContext();
m_isOpenGLES2 = m_glContextQt->isOpenGLES();
if (!m_isOpenGLES2 || m_glContextQt->format().majorVersion() >= 3)
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return 0;
}
if (!node) {
node = new CanvasRenderNode(this, window());
/* Set up connections to get the production of FBO textures in sync with vsync on the
* main thread.
*
* When a new texture is ready on the rendering thread, we use a direct connection to
* the texture node to let it know a new texture can be used. The node will then
* emit pendingNewTexture which we bind to QQuickWindow::update to schedule a redraw.
*
* When the scene graph starts rendering the next frame, the prepareNode() function
* is used to update the node with the new texture. Once it completes, it emits
* textureInUse() which we connect to the FBO rendering thread's renderNext() to have
* it start producing content into its current "back buffer".
*
* This FBO rendering pipeline is throttled by vsync on the scene graph rendering thread.
*/
connect(this, &Canvas::textureReady,
node, &CanvasRenderNode::newTexture,
Qt::DirectConnection);
connect(node, &CanvasRenderNode::pendingNewTexture,
window(), &QQuickWindow::update,
Qt::QueuedConnection);
connect(window(), &QQuickWindow::beforeRendering,
node, &CanvasRenderNode::prepareNode,
Qt::DirectConnection);
connect(node, &CanvasRenderNode::textureInUse,
this, &Canvas::renderNext,
Qt::QueuedConnection);
// Get the production of FBO textures started..
update();
}
node->setRect(boundingRect());
m_renderNodeReady = true;
return node;
}
/*!
* \internal
*/
void Canvas::bindCurrentRenderTarget()
{
if (m_context3D->currentFramebuffer() == 0) {
// Bind default framebuffer
if (m_antialiasFbo) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to antialias FBO:"
<< m_antialiasFbo->handle();
m_antialiasFbo->bind();
} else {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to render FBO:"
<< m_renderFbo->handle();
m_renderFbo->bind();
}
} else {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to current context FBO:"
<< m_context3D->currentFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, m_context3D->currentFramebuffer());
}
}
/*!
* \qmlproperty uint Canvas3D::fps
* This property specifies the current frames per seconds, the value is calculated every
* 500 ms.
*/
uint Canvas::fps()
{
return m_fps;
}
/*!
* \internal
*/
void Canvas::renderNext()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
updateWindowParameters();
// Don't try to do anything before the render node has been created
if (!m_renderNodeReady) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Render node not ready, returning";
// Call the initialize function from QML/JavaScript until it calls the getContext()
// that in turn creates the buffers.
// Allow the JavaScript code to call the getContext() to create the context object and FBOs
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Context attributes not set, returning";
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " QOpenGLContext not created, returning";
return;
}
}
// We have a GL context, make it current
m_glContext->makeCurrent(m_offscreenSurface);
// Bind the correct render target FBO
// Ensure we have correct clip rect set in the context
QRect viewport = m_context3D->glViewportRect();
glViewport(viewport.x(), viewport.y(), viewport.width(), viewport.height());
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " viewport set to " << viewport;
if (!isComponentComplete()) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Component is not complete, skipping drawing";
// Check if any images are loaded and need to be notified while the correct
// GL context is current.
QQmlEngine *engine = QQmlEngine::contextForObject(this)->engine();
CanvasTextureImageFactory::factory(engine)->notifyLoadedImages();
// Resolve MSAA
if (m_contextAttribs.antialias()) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Resolving MSAA from FBO:" << m_antialiasFbo->handle()
<< " to FBO:" << m_renderFbo->handle();
QOpenGLFramebufferObject::blitFramebuffer(m_renderFbo, m_antialiasFbo);
}
// We need to flush the contents to the FBO before posting
// the texture to the other thread, otherwise, we might
// get unexpected results.
glFlush();
glFinish();
// Update frames per second reading after glFinish()
static QElapsedTimer timer;
static int frames;
if (frames == 0) {
timer.start();
} else if (timer.elapsed() > 500) {
qreal avgtime = timer.elapsed() / (qreal) frames;
uint avgFps = uint(1000.0 / avgtime);
if (avgFps != m_fps) {
m_fps = avgFps;
emit fpsChanged(avgFps);
}
timer.start();
frames = 0;
}
++frames;
// Swap
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Displaying texture: " << m_displayFbo->texture()
<< " From FBO: " << m_displayFbo->handle();
// Rebind default FBO
QOpenGLFramebufferObject::bindDefault();
// Notify the render node of new texture
emit textureReady(m_displayFbo->texture(), m_initialisedSize, m_devicePixelRatio);
}