canvas3d.cpp 24.14 KiB
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#include "canvas3d_p.h"
#include "context3d_p.h"
#include "canvas3dcommon_p.h"
#include "canvasrendernode_p.h"
#include "teximage3d_p.h"
#include "typedarray/typedarray_p.h"
#include "typedarray/uint32array_p.h"
#include "typedarray/arraybuffer_p.h"
#include <QtGui/QGuiApplication>
#include <QtGui/QOffscreenSurface>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtQml/QQmlEngine>
#include <QtQml/QQmlContext>
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
 * \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
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* 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_logAllErrors(false), m_mainThread(QThread::currentThread()), m_contextThread(0), m_context3D(0), m_isFirstRender(true), m_glContext(0), m_glContextQt(0), m_contextWindow(0), m_maxSamples(0), m_devicePixelRatio(1.0f), m_isOpenGLES2(false), m_isSoftwareRendered(false), 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() {
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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_glContext->deleteLater(); m_offscreenSurface->deleteLater(); } else { delete m_glContext; 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. */ 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
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* triggers the re-render cycle. */ /*! * \fn Canvas::needRender() * \internal */ /*! * \qmlsignal Canvas3D::textureReady(int id, size size, float devicePixelRatio) * Emitted when a new texture is ready to inform the render node. */ /*! * \fn Canvas::textureReady(int id, const QSize &size, float devicePixelRatio) * \internal */ /*! * \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; } /*! * \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 << ")"; if (!m_isContextAttribsSet) {
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// 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) m_contextAttribs.setAntialias(false); // 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(); if (m_isOpenGLES2) { surfaceFormat.setMajorVersion(2); surfaceFormat.setMinorVersion(0); } else { surfaceFormat.setSwapBehavior(QSurfaceFormat::SingleBuffer); surfaceFormat.setSwapInterval(0); } if (m_contextAttribs.alpha()) surfaceFormat.setAlphaBufferSize(8); else surfaceFormat.setAlphaBufferSize(0); if (m_contextAttribs.depth())
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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); m_glContext->create(); m_offscreenSurface = new QOffscreenSurface(); m_offscreenSurface->setFormat(m_glContext->format()); m_offscreenSurface->create(); m_glContext->makeCurrent(m_offscreenSurface); // 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_contextAttribs.antialias()) { 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, 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());
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m_context3D->setLogAllErrors(this->logAllErrors()); connect(this, &Canvas::logAllCallsChanged, m_context3D, &CanvasContext::setLogAllCalls); connect(this, &Canvas::logAllErrorsChanged, m_context3D, &CanvasContext::setLogAllErrors); emit contextChanged(m_context3D); } glFlush(); glFinish(); return m_context3D; } /*! * \internal */ void Canvas::handleWindowChanged(QQuickWindow *window) { if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << "(" << window << ")"; if (!window) return; emit needRender(); } /*! * \internal */ void Canvas::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry) { if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__; QQuickItem::geometryChanged(newGeometry, oldGeometry); m_cachedGeometry = newGeometry; emit needRender(); } /*! * \internal */ void Canvas::itemChange(ItemChange change, const ItemChangeData &value) { if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << change; QQuickItem::itemChange(change, value); emit needRender(); } /*! * \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();
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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, this, &Canvas::shutDown); 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_maxSamples = 4; ready(); 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
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* 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.. emit needRender(); update(); } node->setRect(boundingRect()); emit needRender(); 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()); } } /*! * \internal */ void Canvas::renderNext() { if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
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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"; return; } if (!m_glContext) { // 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 emit initGL(); if (!m_isContextAttribsSet) { if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " Context attributes not set, returning"; return; } if (!m_glContext) { 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 bindCurrentRenderTarget(); // 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; // Check that we're complete component before drawing if (!isComponentComplete()) { if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " Component is not complete, skipping drawing"; return; } // 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(); // Call render in QML JavaScript side emit renderGL(); // 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(); qSwap(m_renderFbo, m_displayFbo); if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
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<< " 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); } QT_CANVAS3D_END_NAMESPACE