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#include "window_singlethreaded.h"#include "cuberenderer.h"#include <QOpenGLContext>#include <QOpenGLFunctions>#include <QOpenGLFramebufferObject>#include <QOpenGLShaderProgram>#include <QOpenGLVertexArrayObject>#include <QOpenGLBuffer>#include <QOpenGLVertexArrayObject>#include <QOffscreenSurface>#include <QScreen>#include <QQmlEngine>#include <QQmlComponent>#include <QQuickItem>#include <QQuickWindow>#include <QQuickRenderControl>#include <QCoreApplication>class RenderControl : publicQQuickRenderControl
{
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_fbo(nullptr),
m_quickInitialized(false),
m_quickReady(false),
m_dpr(0)
{
setSurfaceType(QSurface::OpenGLSurface);
// The rendercontrol does not necessarily need an FBO. Demonstrate this// when requested.
m_onscreen =QCoreApplication::arguments().contains(QStringLiteral("--onscreen"));
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 =newQOpenGLContext;
m_context->setFormat(format);
m_context->create();
m_offscreenSurface =newQOffscreenSurface;
// 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 =newQQuickWindow(m_renderControl);
// Create a QML engine.
m_qmlEngine =newQQmlEngine;
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::createFbo);
connect(m_quickWindow,&QQuickWindow::sceneGraphInvalidated,this,&WindowSingleThreaded::destroyFbo);
connect(m_renderControl,&QQuickRenderControl::renderRequested,this,&WindowSingleThreaded::requestUpdate);
connect(m_renderControl,&QQuickRenderControl::sceneChanged,this,&WindowSingleThreaded::requestUpdate);
// Just recreating the FBO on resize is not sufficient, when moving between screens// with different devicePixelRatio the QWindow size may remain the same but the FBO// 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 the render control first since it will free the scenegraph resources.// Destroy the QQuickWindow only afterwards.delete m_renderControl;
delete m_qmlComponent;
delete m_quickWindow;
delete m_qmlEngine;
delete m_fbo;
m_context->doneCurrent();
delete m_cubeRenderer;
delete m_offscreenSurface;
delete m_context;
}
void WindowSingleThreaded::createFbo()
{
// The scene graph has been initialized. It is now time to create an FBO and associate// it with the QQuickWindow.
m_dpr = devicePixelRatio();
if (!m_onscreen) {
m_fbo =newQOpenGLFramebufferObject(size() * m_dpr,QOpenGLFramebufferObject::CombinedDepthStencil);
m_quickWindow->setRenderTarget(m_fbo);
} else {
// Special case: No FBO. Render directly to the window's default framebuffer.
m_onscreenSize = size() * m_dpr;
m_quickWindow->setRenderTarget(0, m_onscreenSize);
}
}
void WindowSingleThreaded::destroyFbo()
{
delete m_fbo;
m_fbo = nullptr;
}
void WindowSingleThreaded::render()
{
QSurface*surface = m_offscreenSurface;
if (m_onscreen)
surface =this;
if (!m_context->makeCurrent(surface))
return;
// Polish, synchronize and render the next frame (into our fbo). 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->polishItems();
m_renderControl->sync();
m_renderControl->render();
m_quickWindow->resetOpenGLState();
QOpenGLFramebufferObject::bindDefault();
m_context->functions()->glFlush();
m_quickReady =true;
// Get something onto the screen.if (!m_onscreen)
m_cubeRenderer->render(this, m_context, m_quickReady ? m_fbo->texture() : 0);
else
m_context->swapBuffers(this);
}
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()) {
constQList<QQmlError> errorList = m_qmlComponent->errors();
for (constQQmlError&error : errorList)
qWarning() << error.url() << error.line() << error;
return;
}
QObject*rootObject = m_qmlComponent->create();
if (m_qmlComponent->isError()) {
constQList<QQmlError> errorList = m_qmlComponent->errors();
for (constQQmlError&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();
// Initialize the render control and our OpenGL resources.QSurface*surface = m_offscreenSurface;
if (m_onscreen)
surface =this;
m_context->makeCurrent(surface);
m_renderControl->initialize(m_context);
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(constQString&filename)
{
m_qmlComponent =newQQmlComponent(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) {
if (!m_onscreen)
m_cubeRenderer->render(this, m_context, m_quickReady ? m_fbo->texture() : 0);
startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml"));
}
}
}
void WindowSingleThreaded::resizeFbo()
{
QSurface*surface = m_offscreenSurface;
if (m_onscreen)
surface =this;
if (m_rootItem && m_context->makeCurrent(surface)) {
delete m_fbo;
createFbo();
m_context->doneCurrent();
updateSizes();
render();
}
}
void WindowSingleThreaded::resizeEvent(QResizeEvent*)
{
// If this is a resize after the scene is up and running, recreate the fbo and the// Quick item and scene.if (!m_onscreen) {
if (m_fbo && m_fbo->size() != size() * devicePixelRatio())
resizeFbo();
} else {
if (m_onscreenSize != size() * devicePixelRatio())
resizeFbo();
}
}
void WindowSingleThreaded::handleScreenChange()
{
if (m_dpr != devicePixelRatio())
resizeFbo();
}
void WindowSingleThreaded::mousePressEvent(QMouseEvent*e)
{
// Use the constructor taking localPos and screenPos. That puts localPos into the// event's localPos and windowPos, and screenPos into the event's screenPos. This way// the windowPos in e is ignored and is replaced by localPos. This is necessary// because QQuickWindow thinks of itself as a top-level window always.QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
QCoreApplication::sendEvent(m_quickWindow,&mappedEvent);
}
void WindowSingleThreaded::mouseReleaseEvent(QMouseEvent*e)
{
QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
QCoreApplication::sendEvent(m_quickWindow,&mappedEvent);
}