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Richard Moe Gustavsen authored
The previous code was wrong, as it cleared focus from the active focus item directly. By doing so we would only clear focus inside the focus scope that surrounded the item, but leave the scope itself with active focus (which would then be the focus object). The intended result is rather to end up with the root as focus object. Change-Id: I455a8939f8bc6c48765119b995aa781aee6d1e70 Reviewed-by:
Tor Arne Vestbø <tor.arne.vestbo@digia.com>
cb023cbc
/****************************************************************************
**
** 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 "typedarray_p.h"
#include "uint32array_p.h"
#include "arraybuffer_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>
static QList<const QQuickWindow *> staticClearList;
static QHash<Canvas *, QQuickWindow *> canvasWindowList;
static QHash<QQuickWindow *, bool> windowClearList;
/*!
* \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.
7172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140
* \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_logAllErrors(true),
m_mainThread(QThread::currentThread()),
m_contextThread(0),
m_context3D(0),
m_isFirstRender(true),
m_glContext(0),
m_glContextQt(0),
m_contextWindow(0),
#if defined(QT_OPENGL_ES_2)
m_maxSamples(0),
#else
m_maxSamples(4),
#endif
m_samples(0),
m_devicePixelRatio(1.0f),
m_isContextAttribsSet(false),
m_antialiasFbo(0),
m_renderFbo(0),
m_displayFbo(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);
}
/*!
* \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__;
141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210
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();
else
delete m_glContext;
m_glContext = 0;
// schedule this to be deleted only after we're done cleaning up
m_offscreenSurface->deleteLater();
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 Canvas3D errors are logged to the console. Defaults to \c{true}.
*/
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.
*/
/*!
211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280
* \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) {
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_contextAttribs.setAntialias(false);
281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350
// 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) {
updateWindowParameters();
// Initialize the swap buffer chain
QOpenGLFramebufferObjectFormat format;
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);
QOpenGLFramebufferObjectFormat antialiasFboFormat;
if (m_contextAttribs.antialias()) {
antialiasFboFormat.setSamples(m_maxSamples);
if (m_contextAttribs.depth() && m_contextAttribs.stencil())
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else if (m_contextAttribs.depth())
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::Depth);
else if (m_contextAttribs.stencil())
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
}
QSurfaceFormat surfaceFormat = m_glContextQt->format();
#if defined(QT_OPENGL_ES_2)
surfaceFormat.setMajorVersion(2);
surfaceFormat.setMinorVersion(0);
#endif
surfaceFormat.setSwapBehavior(QSurfaceFormat::SingleBuffer);
surfaceFormat.setSwapInterval(0);
if (m_contextAttribs.antialias())
surfaceFormat.setSamples(m_maxSamples);
else
surfaceFormat.setSamples(0);
if (m_contextAttribs.alpha())
surfaceFormat.setAlphaBufferSize(8);
else
surfaceFormat.setAlphaBufferSize(0);
if (m_contextAttribs.depth())
surfaceFormat.setDepthBufferSize(24);
// Ensure
if (m_contextAttribs.stencil())
surfaceFormat.setStencilBufferSize(8);
else
surfaceFormat.setStencilBufferSize(-1);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " QOpenGLContext with surfaceFormat :" << surfaceFormat;
m_contextWindow = window();
m_contextThread = QThread::currentThread();
m_glContext = new QOpenGLContext();
m_glContext->setFormat(surfaceFormat);
351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420
m_glContext->setShareContext(m_glContextQt);
m_glContext->create();
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " QOffscreenSurface with surfaceFormat :" << surfaceFormat;
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
QOpenGLFramebufferObjectFormat fmt = format;
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " Creating FBO's with attachment format of :" << fmt.attachment();
m_displayFbo = new QOpenGLFramebufferObject(m_initialisedSize, fmt);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " m_displayFbo handle:" << m_displayFbo->handle() << " isValid" << m_displayFbo->isValid();
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " Creating FBO's with attachment format of :" << format.attachment();
m_renderFbo = new QOpenGLFramebufferObject(m_initialisedSize, format);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " m_renderFbo handle:" << m_renderFbo->handle() << " isValid" << m_renderFbo->isValid();
m_renderFbo->bind();
if (m_contextAttribs.antialias()) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << " Creating MSAA buffer with samples:" << antialiasFboFormat.samples() << "and attachment format of :" << antialiasFboFormat.attachment();
m_antialiasFbo = new QOpenGLFramebufferObject(m_initialisedSize, antialiasFboFormat);
}
m_context3D = new CanvasContext(m_glContext, m_offscreenSurface, m_initialisedSize.width() * m_devicePixelRatio,
m_initialisedSize.height() * m_devicePixelRatio);
m_context3D->setCanvas(this);
m_context3D->setDevicePixelRatio(m_devicePixelRatio);
m_context3D->setContextAttributes(m_contextAttribs);
emit contextChanged(m_context3D);
}
return m_context3D;
}
/*!
* \internal
*/
GLuint Canvas::drawFBOHandle()
{
GLuint fbo = 0;
if (m_renderFbo)
fbo = m_renderFbo->handle();
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << "():" << fbo;
return fbo;
}
/*!
* \internal
*/
void Canvas::handleWindowChanged(QQuickWindow *window)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << "(" << window << ")";
if (!window)
return;
emit needRender();
}
/*!
* \internal
421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490
*/
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();
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();
}
/*!
491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560
* \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();
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
* 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;
561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630
}
/*!
* \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";
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__ << " GLContext3D not created, returning";
return;
}
}
// We have a GL context, make it current
m_glContext->makeCurrent(m_offscreenSurface);
// Bind the correct render target FBO
if (m_context3D->currentFramebuffer() == 0) {
if (m_contextAttribs.antialias())
m_antialiasFbo->bind();
else
m_renderFbo->bind();
} else {
glBindFramebuffer(GL_FRAMEBUFFER, m_context3D->currentFramebuffer());
}
// 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())
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";
QOpenGLFramebufferObject::blitFramebuffer(m_displayFbo, m_antialiasFbo);
}
// We need to flush the contents to the FBO before posting
631632633634635636637638639640641642643644645
// 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__ << " Displaying texture " << m_displayFbo->texture() << " from FBO: " << m_displayFbo->handle();
// Rebind default FBO
QOpenGLFramebufferObject::bindDefault();
m_glContext->doneCurrent();
// Notify the render node of new texture
emit textureReady(m_displayFbo->texture(), m_initialisedSize, m_devicePixelRatio);
}