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| 39 | |
| 40 | #include "scene3ditem_p.h" |
| 41 | |
| 42 | #include <Qt3DCore/qt3dcore_global.h> |
| 43 | #include <Qt3DCore/qentity.h> |
| 44 | #include <Qt3DCore/QAspectEngine> |
| 45 | |
| 46 | #if QT_CONFIG(qt3d_input) |
| 47 | #include <Qt3DInput/QInputAspect> |
| 48 | #include <Qt3DInput/qinputsettings.h> |
| 49 | #endif |
| 50 | |
| 51 | #if QT_CONFIG(qt3d_logic) |
| 52 | #include <Qt3DLogic/qlogicaspect.h> |
| 53 | #endif |
| 54 | |
| 55 | #if QT_CONFIG(qt3d_animation) |
| 56 | #include <Qt3DAnimation/qanimationaspect.h> |
| 57 | #endif |
| 58 | |
| 59 | #include <Qt3DRender/QRenderAspect> |
| 60 | #include <Qt3DRender/qcamera.h> |
| 61 | #include <Qt3DRender/qrendersurfaceselector.h> |
| 62 | |
| 63 | #include <QtGui/qguiapplication.h> |
| 64 | #include <QtGui/qoffscreensurface.h> |
| 65 | #include <QtQuick/qquickwindow.h> |
| 66 | #include <QtQuick/qquickrendercontrol.h> |
| 67 | |
| 68 | #include <Qt3DRender/private/qrendersurfaceselector_p.h> |
| 69 | #include <Qt3DRender/private/qrenderaspect_p.h> |
| 70 | #include <Qt3DRender/private/rendersettings_p.h> |
| 71 | #include <scene3dlogging_p.h> |
| 72 | #include <scene3drenderer_p.h> |
| 73 | #include <scene3dsgnode_p.h> |
| 74 | #include <scene3dview_p.h> |
| 75 | |
| 76 | #include <Qt3DCore/private/qaspectengine_p.h> |
| 77 | #include <Qt3DCore/private/qaspectmanager_p.h> |
| 78 | #include <QThread> |
| 79 | |
| 80 | QT_BEGIN_NAMESPACE |
| 81 | |
| 82 | namespace Qt3DRender { |
| 83 | |
| 84 | class AspectEngineDestroyer : public QObject |
| 85 | { |
| 86 | Q_OBJECT |
| 87 | |
| 88 | public: |
| 89 | AspectEngineDestroyer() |
| 90 | : QObject() |
| 91 | {} |
| 92 | |
| 93 | ~AspectEngineDestroyer() |
| 94 | { |
| 95 | } |
| 96 | |
| 97 | void reset(int targetCount) |
| 98 | { |
| 99 | m_allowed = 0; |
| 100 | m_targetAllowed = targetCount; |
| 101 | } |
| 102 | |
| 103 | Qt3DCore::QAspectEngine *aspectEngine() const |
| 104 | { |
| 105 | if (children().empty()) |
| 106 | return nullptr; |
| 107 | return qobject_cast<Qt3DCore::QAspectEngine *>(object: children().first()); |
| 108 | } |
| 109 | |
| 110 | bool releaseRootEntity() const { return m_releaseRootEntity; } |
| 111 | void setReleaseRootEntity(bool release) { m_releaseRootEntity = release; } |
| 112 | |
| 113 | void allowRelease() |
| 114 | { |
| 115 | ++m_allowed; |
| 116 | const bool shouldSelfDestruct = m_allowed == m_targetAllowed; |
| 117 | if (QThread::currentThread() == thread()) { |
| 118 | // Force Backend Tree to be cleaned up |
| 119 | Qt3DCore::QAspectEngine *engine = aspectEngine(); |
| 120 | // If used in the regular Scene3D, take this opportunity to release the root |
| 121 | // Entity which will release the backend entities of Qt3D |
| 122 | if (m_releaseRootEntity && engine && engine->rootEntity()) |
| 123 | engine->setRootEntity(Qt3DCore::QEntityPtr()); |
| 124 | if (shouldSelfDestruct) |
| 125 | delete this; |
| 126 | } else { |
| 127 | if (shouldSelfDestruct) |
| 128 | deleteLater(); |
| 129 | } |
| 130 | } |
| 131 | |
| 132 | void setSGNodeAlive(bool alive) { m_sgNodeAlive = alive; } |
| 133 | bool sgNodeAlive() const { return m_sgNodeAlive;} |
| 134 | |
| 135 | private: |
| 136 | int m_allowed = 0; |
| 137 | int m_targetAllowed = 0; |
| 138 | bool m_sgNodeAlive = false; |
| 139 | bool m_releaseRootEntity = true; |
| 140 | }; |
| 141 | |
| 142 | /*! |
| 143 | \class Qt3DRender::Scene3DItem |
| 144 | \internal |
| 145 | |
| 146 | \brief The Scene3DItem class is a QQuickItem subclass used to integrate |
| 147 | a Qt3D scene into a QtQuick 2 scene. |
| 148 | |
| 149 | The Scene3DItem class renders a Qt3D scene, provided by a Qt3DCore::QEntity |
| 150 | into a multisampled Framebuffer object that is later blitted into a |
| 151 | non-multisampled Framebuffer object to be then rendered through the use of a |
| 152 | Qt3DCore::Scene3DSGNode with premultiplied alpha. |
| 153 | */ |
| 154 | |
| 155 | /*! |
| 156 | \qmltype Scene3D |
| 157 | \inherits Item |
| 158 | \inqmlmodule QtQuick.Scene3D |
| 159 | |
| 160 | \preliminary |
| 161 | |
| 162 | \brief The Scene3D type is used to integrate a Qt3D scene into a QtQuick 2 |
| 163 | scene. |
| 164 | |
| 165 | The Scene3D type renders a Qt3D scene, provided by an \l Entity, into a |
| 166 | multisampled Framebuffer object. This object is later blitted into a |
| 167 | non-multisampled Framebuffer object, which is then rendered with |
| 168 | premultiplied alpha. If multisampling is not required, it can be avoided |
| 169 | by setting the \l multisample property to \c false. In this case |
| 170 | Scene3D will render directly into the non-multisampled Framebuffer object. |
| 171 | |
| 172 | If the scene to be rendered includes non-opaque materials, you may need to |
| 173 | modify those materials with custom blend arguments in order for them to be |
| 174 | rendered correctly. For example, if working with a \l PhongAlphaMaterial and |
| 175 | a scene with an opaque clear color, you will likely want to add: |
| 176 | |
| 177 | \qml |
| 178 | sourceAlphaArg: BlendEquationArguments.Zero |
| 179 | destinationAlphaArg: BlendEquationArguments.One |
| 180 | \endqml |
| 181 | |
| 182 | to that material. |
| 183 | |
| 184 | It is not recommended to instantiate more than a single Scene3D instance |
| 185 | per application. The reason for this is that a Scene3D instance |
| 186 | instantiates the entire Qt 3D engine (memory managers, thread pool, render |
| 187 | ...) under the scene. You should instead look into using \l Scene3DView |
| 188 | instances in conjunction with a single Scene3D instance. |
| 189 | |
| 190 | When using Scene3D with Scene3DViews the following conditions are expected: |
| 191 | \list |
| 192 | \li The compositingMode is set to FBO |
| 193 | \li The Scene3D is sized to occupy the full window size |
| 194 | \li The Scene3D instance is instantiated prior to any Scene3DView |
| 195 | \li The Scene3D entity property is left unset |
| 196 | \endlist |
| 197 | |
| 198 | \note Åšetting the visibility of the Scene3D element to false will halt the |
| 199 | Qt 3D simulation loop. This means that binding the visible property to an |
| 200 | expression that depends on property updates driven by the Qt 3D simulation |
| 201 | loop (FrameAction) will never reavaluates. |
| 202 | */ |
| 203 | Scene3DItem::Scene3DItem(QQuickItem *parent) |
| 204 | : QQuickItem(parent) |
| 205 | , m_entity(nullptr) |
| 206 | , m_viewHolderEntity(nullptr) |
| 207 | , m_viewHolderFG(nullptr) |
| 208 | , m_aspectEngine(nullptr) |
| 209 | , m_aspectToDelete(nullptr) |
| 210 | , m_lastManagerNode(nullptr) |
| 211 | , m_aspectEngineDestroyer() |
| 212 | , m_multisample(true) |
| 213 | , m_dirty(true) |
| 214 | , m_dirtyViews(false) |
| 215 | , m_clearsWindowByDefault(true) |
| 216 | , m_disableClearWindow(false) |
| 217 | , m_wasFrameProcessed(false) |
| 218 | , m_wasSGUpdated(false) |
| 219 | , m_cameraAspectRatioMode(AutomaticAspectRatio) |
| 220 | , m_compositingMode(FBO) |
| 221 | , m_dummySurface(nullptr) |
| 222 | , m_framesToRender(ms_framesNeededToFlushPipeline) |
| 223 | { |
| 224 | setFlag(flag: QQuickItem::ItemHasContents, enabled: true); |
| 225 | setAcceptedMouseButtons(Qt::MouseButtonMask); |
| 226 | setAcceptHoverEvents(true); |
| 227 | // TO DO: register the event source in the main thread |
| 228 | |
| 229 | // Give a default size so that if nothing is specified by the user |
| 230 | // we still won't get ignored by the QtQuick SG when in Underlay mode |
| 231 | setWidth(1); |
| 232 | setHeight(1); |
| 233 | } |
| 234 | |
| 235 | Scene3DItem::~Scene3DItem() |
| 236 | { |
| 237 | // The SceneGraph is non deterministic in the order in which it will |
| 238 | // destroy the QSGNode that were created by the item. This unfortunately |
| 239 | // makes it difficult to know when it is safe to destroy the QAspectEngine. |
| 240 | // To track this we use the AspectEngineDestroyer. It allows keeping the |
| 241 | // AspectEngine alive and deleting later when we know that both Scene3DItem |
| 242 | // and Scene3DRenderer have been destroyed. |
| 243 | |
| 244 | delete m_aspectToDelete; |
| 245 | |
| 246 | if (m_aspectEngineDestroyer) |
| 247 | m_aspectEngineDestroyer->allowRelease(); |
| 248 | |
| 249 | if (m_dummySurface) |
| 250 | m_dummySurface->deleteLater(); |
| 251 | } |
| 252 | |
| 253 | /*! |
| 254 | \qmlproperty list<string> Scene3D::aspects |
| 255 | |
| 256 | The list of aspects that should be registered for the 3D scene. |
| 257 | |
| 258 | For example, if the scene makes use of FrameAction, the \c "logic" aspect should be included in the list. |
| 259 | |
| 260 | The \c "render" aspect is hardwired and does not need to be explicitly listed. |
| 261 | */ |
| 262 | QStringList Scene3DItem::aspects() const |
| 263 | { |
| 264 | return m_aspects; |
| 265 | } |
| 266 | |
| 267 | /*! |
| 268 | \qmlproperty Entity Scene3D::entity |
| 269 | |
| 270 | \default |
| 271 | |
| 272 | The root entity of the 3D scene to be displayed. |
| 273 | */ |
| 274 | Qt3DCore::QEntity *Scene3DItem::entity() const |
| 275 | { |
| 276 | return m_entity; |
| 277 | } |
| 278 | |
| 279 | void Scene3DItem::applyAspects() |
| 280 | { |
| 281 | if (!m_aspectEngine) |
| 282 | return; |
| 283 | |
| 284 | // Aspects are owned by the aspect engine |
| 285 | for (const QString &aspect : qAsConst(t&: m_aspects)) { |
| 286 | if (aspect == QLatin1String("render" )) // This one is hardwired anyway |
| 287 | continue; |
| 288 | if (aspect == QLatin1String("input" )) { |
| 289 | #if QT_CONFIG(qt3d_input) |
| 290 | m_aspectEngine->registerAspect(aspect: new Qt3DInput::QInputAspect); |
| 291 | continue; |
| 292 | #else |
| 293 | qFatal("Scene3D requested the Qt 3D input aspect but Qt 3D wasn't configured to build the Qt 3D Input aspect" ); |
| 294 | #endif |
| 295 | } |
| 296 | if (aspect == QLatin1String("logic" )) { |
| 297 | #if QT_CONFIG(qt3d_logic) |
| 298 | m_aspectEngine->registerAspect(aspect: new Qt3DLogic::QLogicAspect); |
| 299 | continue; |
| 300 | #else |
| 301 | qFatal("Scene3D requested the Qt 3D logic aspect but Qt 3D wasn't configured to build the Qt 3D Logic aspect" ); |
| 302 | #endif |
| 303 | } |
| 304 | if (aspect == QLatin1String("animation" )) { |
| 305 | #if QT_CONFIG(qt3d_animation) |
| 306 | m_aspectEngine->registerAspect(aspect: new Qt3DAnimation::QAnimationAspect); |
| 307 | continue; |
| 308 | #else |
| 309 | qFatal("Scene3D requested the Qt 3D animation aspect but Qt 3D wasn't configured to build the Qt 3D Animation aspect" ); |
| 310 | #endif |
| 311 | } |
| 312 | m_aspectEngine->registerAspect(name: aspect); |
| 313 | } |
| 314 | } |
| 315 | |
| 316 | void Scene3DItem::setAspects(const QStringList &aspects) |
| 317 | { |
| 318 | if (!m_aspects.isEmpty()) { |
| 319 | qWarning() << "Aspects already set on the Scene3D, ignoring" ; |
| 320 | return; |
| 321 | } |
| 322 | |
| 323 | m_aspects = aspects; |
| 324 | applyAspects(); |
| 325 | |
| 326 | emit aspectsChanged(); |
| 327 | } |
| 328 | |
| 329 | void Scene3DItem::setEntity(Qt3DCore::QEntity *entity) |
| 330 | { |
| 331 | if (entity == m_entity) |
| 332 | return; |
| 333 | |
| 334 | m_entity = entity; |
| 335 | emit entityChanged(); |
| 336 | } |
| 337 | |
| 338 | void Scene3DItem::setCameraAspectRatioMode(CameraAspectRatioMode mode) |
| 339 | { |
| 340 | if (m_cameraAspectRatioMode == mode) |
| 341 | return; |
| 342 | |
| 343 | m_cameraAspectRatioMode = mode; |
| 344 | setCameraAspectModeHelper(); |
| 345 | emit cameraAspectRatioModeChanged(mode); |
| 346 | } |
| 347 | |
| 348 | void Scene3DItem::setHoverEnabled(bool enabled) |
| 349 | { |
| 350 | if (enabled != acceptHoverEvents()) { |
| 351 | setAcceptHoverEvents(enabled); |
| 352 | emit hoverEnabledChanged(); |
| 353 | } |
| 354 | } |
| 355 | |
| 356 | /*! |
| 357 | \qmlproperty enumeration Scene3D::compositingMode |
| 358 | |
| 359 | \value FBO |
| 360 | Scene is rendered into a Frame Buffer Object which can be costly on |
| 361 | some platform and hardware but allows a greater amount of |
| 362 | flexibility. Automatic aspect ratio. This is the compositing mode to |
| 363 | choose if your Scene3D element shouldn't occupy the entire screen |
| 364 | and if you optionally plan on having it resized or animated. In this |
| 365 | mode, the position of the Scene3D in the QML file controls its |
| 366 | stacking order with regard to the other Qt Quick elements. |
| 367 | |
| 368 | \value Underlay |
| 369 | Suitable for full screen 3D scenes where using an FBO might be too |
| 370 | resource intensive. Scene3D behaves as a QtQuick underlay. |
| 371 | Please note that when using this mode, the size of the Scene3D and |
| 372 | its transformations are ignored and the rendering will occupy the |
| 373 | whole screen. The position of the Scene3D in the QML file won't have |
| 374 | any effect either. The Qt 3D content will be drawn prior to any Qt |
| 375 | Quick content. Care has to be taken not to overdraw and hide the Qt |
| 376 | 3D content by overlapping Qt Quick content. |
| 377 | Additionally when using this mode, the window clearBeforeRendering |
| 378 | will be set to false automatically. |
| 379 | |
| 380 | The default value is \c FBO. |
| 381 | \since 5.14 |
| 382 | */ |
| 383 | void Scene3DItem::setCompositingMode(Scene3DItem::CompositingMode mode) |
| 384 | { |
| 385 | if (m_compositingMode == mode) |
| 386 | return; |
| 387 | m_compositingMode = mode; |
| 388 | emit compositingModeChanged(); |
| 389 | |
| 390 | QQuickItem::update(); |
| 391 | } |
| 392 | |
| 393 | /*! |
| 394 | \qmlproperty enumeration Scene3D::cameraAspectRatioMode |
| 395 | |
| 396 | \value Scene3D.AutomaticAspectRatio |
| 397 | Automatic aspect ratio. |
| 398 | |
| 399 | \value Scene3D.UserAspectRatio |
| 400 | User defined aspect ratio. |
| 401 | \brief \TODO |
| 402 | */ |
| 403 | Scene3DItem::CameraAspectRatioMode Scene3DItem::cameraAspectRatioMode() const |
| 404 | { |
| 405 | return m_cameraAspectRatioMode; |
| 406 | } |
| 407 | |
| 408 | Scene3DItem::CompositingMode Scene3DItem::compositingMode() const |
| 409 | { |
| 410 | return m_compositingMode; |
| 411 | } |
| 412 | |
| 413 | // MainThread called by Scene3DView |
| 414 | void Scene3DItem::addView(Scene3DView *view) |
| 415 | { |
| 416 | if (m_views.contains(t: view)) |
| 417 | return; |
| 418 | |
| 419 | Qt3DRender::QFrameGraphNode *viewFG = view->viewFrameGraph(); |
| 420 | Qt3DCore::QEntity *subtreeRoot = view->viewSubtree(); |
| 421 | |
| 422 | if (m_viewHolderEntity == nullptr) { |
| 423 | m_viewHolderEntity = new Qt3DCore::QEntity; |
| 424 | |
| 425 | if (m_entity != nullptr) { |
| 426 | qCWarning(Scene3D) << "Scene3DView is not supported if the Scene3D entity property has been set" ; |
| 427 | } |
| 428 | |
| 429 | Qt3DRender::QRenderSettings *settings = new Qt3DRender::QRenderSettings(); |
| 430 | Qt3DRender::QRenderSurfaceSelector *surfaceSelector = new Qt3DRender::QRenderSurfaceSelector(); |
| 431 | m_viewHolderFG = surfaceSelector; |
| 432 | surfaceSelector->setSurface(window()); |
| 433 | |
| 434 | // Copy setting properties from first View |
| 435 | QVector<Qt3DRender::QRenderSettings *> viewRenderSettings = subtreeRoot->componentsOfType<Qt3DRender::QRenderSettings>(); |
| 436 | if (viewRenderSettings.size() > 0) { |
| 437 | Qt3DRender::QRenderSettings *viewRenderSetting = viewRenderSettings.first(); |
| 438 | settings->setRenderPolicy(viewRenderSetting->renderPolicy()); |
| 439 | settings->pickingSettings()->setPickMethod(viewRenderSetting->pickingSettings()->pickMethod()); |
| 440 | settings->pickingSettings()->setPickResultMode(viewRenderSetting->pickingSettings()->pickResultMode()); |
| 441 | } |
| 442 | settings->setActiveFrameGraph(m_viewHolderFG); |
| 443 | m_viewHolderEntity->addComponent(comp: settings); |
| 444 | |
| 445 | setEntity(m_viewHolderEntity); |
| 446 | } |
| 447 | |
| 448 | // Parent FG and Subtree |
| 449 | viewFG->setParent(m_viewHolderFG); |
| 450 | subtreeRoot->setParent(m_viewHolderEntity); |
| 451 | |
| 452 | m_views.push_back(t: view); |
| 453 | m_dirtyViews |= true; |
| 454 | } |
| 455 | |
| 456 | // MainThread called by Scene3DView |
| 457 | void Scene3DItem::removeView(Scene3DView *view) |
| 458 | { |
| 459 | if (!m_views.contains(t: view)) |
| 460 | return; |
| 461 | |
| 462 | Qt3DRender::QFrameGraphNode *viewFG = view->viewFrameGraph(); |
| 463 | Qt3DCore::QEntity *subtreeRoot = view->viewSubtree(); |
| 464 | |
| 465 | // Unparent FG and Subtree |
| 466 | viewFG->setParent(Q_NODE_NULLPTR); |
| 467 | subtreeRoot->setParent(Q_NODE_NULLPTR); |
| 468 | |
| 469 | m_views.removeOne(t: view); |
| 470 | m_dirtyViews |= true; |
| 471 | } |
| 472 | |
| 473 | void Scene3DItem::applyRootEntityChange() |
| 474 | { |
| 475 | if (m_aspectEngine->rootEntity().data() != m_entity) { |
| 476 | |
| 477 | Qt3DCore::QEntityPtr entityPtr; |
| 478 | // We must reuse the QEntityPtr of the old AspectEngine |
| 479 | // otherwise it will delete the Entity once it gets destroyed |
| 480 | if (m_aspectToDelete) |
| 481 | entityPtr = m_aspectToDelete->rootEntity(); |
| 482 | else |
| 483 | entityPtr = Qt3DCore::QEntityPtr(m_entity); |
| 484 | |
| 485 | m_aspectEngine->setRootEntity(entityPtr); |
| 486 | |
| 487 | /* If we changed window, the old aspect engine must be deleted only after we have set |
| 488 | the root entity for the new one so that it doesn't delete the root node. */ |
| 489 | if (m_aspectToDelete) { |
| 490 | delete m_aspectToDelete; |
| 491 | m_aspectToDelete = nullptr; |
| 492 | } |
| 493 | |
| 494 | // Set the render surface |
| 495 | if (!m_entity) |
| 496 | return; |
| 497 | |
| 498 | setWindowSurface(entity()); |
| 499 | |
| 500 | if (m_cameraAspectRatioMode == AutomaticAspectRatio) { |
| 501 | // Set aspect ratio of first camera to match the window |
| 502 | QList<Qt3DRender::QCamera *> cameras |
| 503 | = m_entity->findChildren<Qt3DRender::QCamera *>(); |
| 504 | if (cameras.isEmpty()) { |
| 505 | qCDebug(Scene3D) << "No camera found and automatic aspect ratio requested" ; |
| 506 | } else { |
| 507 | m_camera = cameras.first(); |
| 508 | setCameraAspectModeHelper(); |
| 509 | } |
| 510 | } |
| 511 | |
| 512 | #if QT_CONFIG(qt3d_input) |
| 513 | // Set ourselves up as a source of input events for the input aspect |
| 514 | Qt3DInput::QInputSettings *inputSettings = m_entity->findChild<Qt3DInput::QInputSettings *>(); |
| 515 | if (inputSettings) { |
| 516 | inputSettings->setEventSource(this); |
| 517 | } else { |
| 518 | qCDebug(Scene3D) << "No Input Settings found, keyboard and mouse events won't be handled" ; |
| 519 | } |
| 520 | #endif |
| 521 | } |
| 522 | } |
| 523 | |
| 524 | bool Scene3DItem::needsRender(QRenderAspect *renderAspect) |
| 525 | { |
| 526 | // We need the dirty flag which is connected to the change arbiter |
| 527 | // receiving updates to know whether something in the scene has changed |
| 528 | |
| 529 | // Ideally we would use shouldRender() alone but given that it becomes true |
| 530 | // only after the arbiter has sync the changes and might be reset before |
| 531 | // process jobs is completed, we cannot fully rely on it. It would require |
| 532 | // splitting processFrame in 2 parts. |
| 533 | |
| 534 | // We only use it for cases where Qt3D render may require several loops of |
| 535 | // the simulation to fully process a frame (e.g shaders are loaded in frame |
| 536 | // n and we can only build render commands for the new shader at frame n + |
| 537 | // This is where renderer->shouldRender() comes into play as it knows |
| 538 | // whether some states remain dirty or not (even after processFrame is |
| 539 | // called) |
| 540 | |
| 541 | auto renderAspectPriv = static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(q: renderAspect)); |
| 542 | const bool dirty = m_dirty |
| 543 | || (renderAspectPriv |
| 544 | && renderAspectPriv->m_renderer |
| 545 | && renderAspectPriv->m_renderer->shouldRender()); |
| 546 | |
| 547 | if (m_dirty) { |
| 548 | --m_framesToRender; |
| 549 | if (m_framesToRender <= 0) |
| 550 | m_dirty = false; |
| 551 | } |
| 552 | return dirty || m_framesToRender > 0; |
| 553 | } |
| 554 | |
| 555 | // This function is triggered in the context of the Main Thread |
| 556 | // when afterAnimating is emitted |
| 557 | |
| 558 | // The QtQuick SG proceeds like indicated below: |
| 559 | // afterAnimating (Main Thread) |
| 560 | // beforeSynchronizing (SG Thread and MainThread locked) |
| 561 | // afterSynchronizing (SG Thread and MainThread locked) |
| 562 | // beforeRendering (SG Thread) |
| 563 | |
| 564 | // Note: we connect to afterAnimating rather than beforeSynchronizing as a |
| 565 | // direct connection on beforeSynchronizing is executed within the SG Render |
| 566 | // Thread context. This is executed before the RenderThread is asked to |
| 567 | // synchronize and render |
| 568 | // Note: we might still not be done rendering when this is called but |
| 569 | // processFrame will block and wait for renderer to have been finished |
| 570 | bool Scene3DItem::prepareQt3DFrame() |
| 571 | { |
| 572 | static bool dontRenderWhenHidden = !qgetenv(varName: "QT3D_SCENE3D_STOP_RENDER_HIDDEN" ).isEmpty(); |
| 573 | |
| 574 | // If we are not visible, don't processFrame changes as we would end up |
| 575 | // waiting forever for the scene to be rendered which won't happen |
| 576 | // if the Scene3D item is not visible |
| 577 | if (!isVisible() && dontRenderWhenHidden) |
| 578 | return false; |
| 579 | if (!m_aspectEngine) |
| 580 | return false; |
| 581 | Q_ASSERT(QThread::currentThread() == thread()); |
| 582 | |
| 583 | // Since we are in manual mode, trigger jobs for the next frame |
| 584 | Qt3DCore::QAspectEnginePrivate *aspectEnginePriv = static_cast<Qt3DCore::QAspectEnginePrivate *>(QObjectPrivate::get(o: m_aspectEngine)); |
| 585 | if (!aspectEnginePriv->m_initialized) |
| 586 | return false; |
| 587 | |
| 588 | Q_ASSERT(m_aspectEngine->runMode() == Qt3DCore::QAspectEngine::Manual); |
| 589 | m_aspectEngine->processFrame(); |
| 590 | // The above essentially sets the number of RV for the RenderQueue and |
| 591 | // processes the jobs for the frame (it's blocking) When |
| 592 | // Scene3DRender::updatePaintNode is called, following this step, we know |
| 593 | // that the RenderQueue target count has been set and that everything |
| 594 | // should be ready for rendering |
| 595 | |
| 596 | // processFrame() must absolutely be followed by a single call to |
| 597 | // render |
| 598 | // At startup, we have no garantee that the QtQuick Render Thread doesn't |
| 599 | // start rendering before this function has been called |
| 600 | // We add in a safety to skip such frames as this could otherwise |
| 601 | // make Qt3D enter a locked state |
| 602 | |
| 603 | // Note: it's too early to request an update at this point as |
| 604 | // beforeSync() triggered by afterAnimating is considered |
| 605 | // to be as being part of the current frame update |
| 606 | return true; |
| 607 | } |
| 608 | |
| 609 | void Scene3DItem::requestUpdate() |
| 610 | { |
| 611 | // When using the FBO mode, only the QQuickItem needs to be updated |
| 612 | // When using the Underlay mode, the whole windows needs updating |
| 613 | const bool usesFBO = m_compositingMode == FBO; |
| 614 | if (usesFBO) { |
| 615 | QQuickItem::update(); |
| 616 | for (Scene3DView *view : m_views) |
| 617 | view->update(); |
| 618 | } else { |
| 619 | window()->update(); |
| 620 | } |
| 621 | } |
| 622 | |
| 623 | void Scene3DItem::updateWindowSurface() |
| 624 | { |
| 625 | if (!m_entity || !m_dummySurface) |
| 626 | return; |
| 627 | Qt3DRender::QRenderSurfaceSelector *surfaceSelector = |
| 628 | Qt3DRender::QRenderSurfaceSelectorPrivate::find(rootObject: entity()); |
| 629 | if (surfaceSelector) { |
| 630 | if (QWindow *rw = QQuickRenderControl::renderWindowFor(win: this->window())) { |
| 631 | m_dummySurface->deleteLater(); |
| 632 | createDummySurface(window: rw, surfaceSelector); |
| 633 | } |
| 634 | } |
| 635 | } |
| 636 | |
| 637 | void Scene3DItem::setWindowSurface(QObject *rootObject) |
| 638 | { |
| 639 | Qt3DRender::QRenderSurfaceSelector *surfaceSelector = Qt3DRender::QRenderSurfaceSelectorPrivate::find(rootObject); |
| 640 | |
| 641 | // Set the item's window surface if it appears |
| 642 | // the surface wasn't set on the surfaceSelector |
| 643 | if (surfaceSelector && !surfaceSelector->surface()) { |
| 644 | // We may not have a real, exposed QQuickWindow when the Quick rendering |
| 645 | // is redirected via QQuickRenderControl (f.ex. QQuickWidget). |
| 646 | if (QWindow *rw = QQuickRenderControl::renderWindowFor(win: this->window())) { |
| 647 | createDummySurface(window: rw, surfaceSelector); |
| 648 | } else { |
| 649 | surfaceSelector->setSurface(this->window()); |
| 650 | } |
| 651 | } |
| 652 | } |
| 653 | |
| 654 | void Scene3DItem::createDummySurface(QWindow *rw, Qt3DRender::QRenderSurfaceSelector *surfaceSelector) |
| 655 | { |
| 656 | // rw is the top-level window that is backed by a native window. Do |
| 657 | // not use that though since we must not clash with e.g. the widget |
| 658 | // backingstore compositor in the gui thread. |
| 659 | m_dummySurface = new QOffscreenSurface; |
| 660 | m_dummySurface->setParent(qGuiApp); // parent to something suitably long-living |
| 661 | m_dummySurface->setFormat(rw->format()); |
| 662 | m_dummySurface->setScreen(rw->screen()); |
| 663 | m_dummySurface->create(); |
| 664 | surfaceSelector->setSurface(m_dummySurface); |
| 665 | } |
| 666 | /*! |
| 667 | \qmlmethod void Scene3D::setItemAreaAndDevicePixelRatio(size area, real devicePixelRatio) |
| 668 | |
| 669 | Sets the item area to \a area and the pixel ratio to \a devicePixelRatio. |
| 670 | */ |
| 671 | void Scene3DItem::setItemAreaAndDevicePixelRatio(QSize area, qreal devicePixelRatio) |
| 672 | { |
| 673 | Qt3DRender::QRenderSurfaceSelector *surfaceSelector |
| 674 | = Qt3DRender::QRenderSurfaceSelectorPrivate::find(rootObject: entity()); |
| 675 | if (surfaceSelector) { |
| 676 | surfaceSelector->setExternalRenderTargetSize(area); |
| 677 | surfaceSelector->setSurfacePixelRatio(devicePixelRatio); |
| 678 | } |
| 679 | } |
| 680 | |
| 681 | /*! |
| 682 | \qmlproperty bool Scene3D::hoverEnabled |
| 683 | |
| 684 | \c true if hover events are accepted. |
| 685 | */ |
| 686 | bool Scene3DItem::isHoverEnabled() const |
| 687 | { |
| 688 | return acceptHoverEvents(); |
| 689 | } |
| 690 | |
| 691 | void Scene3DItem::setCameraAspectModeHelper() |
| 692 | { |
| 693 | if (m_compositingMode == FBO) { |
| 694 | switch (m_cameraAspectRatioMode) { |
| 695 | case AutomaticAspectRatio: |
| 696 | connect(sender: this, signal: &Scene3DItem::widthChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 697 | connect(sender: this, signal: &Scene3DItem::heightChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 698 | // Update the aspect ratio the first time the surface is set |
| 699 | updateCameraAspectRatio(); |
| 700 | break; |
| 701 | case UserAspectRatio: |
| 702 | disconnect(sender: this, signal: &Scene3DItem::widthChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 703 | disconnect(sender: this, signal: &Scene3DItem::heightChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 704 | break; |
| 705 | } |
| 706 | } else { |
| 707 | // In Underlay mode, we rely on the window for aspect ratio and not the size of the Scene3DItem |
| 708 | switch (m_cameraAspectRatioMode) { |
| 709 | case AutomaticAspectRatio: |
| 710 | connect(sender: window(), signal: &QWindow::widthChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 711 | connect(sender: window(), signal: &QWindow::heightChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 712 | // Update the aspect ratio the first time the surface is set |
| 713 | updateCameraAspectRatio(); |
| 714 | break; |
| 715 | case UserAspectRatio: |
| 716 | disconnect(sender: window(), signal: &QWindow::widthChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 717 | disconnect(sender: window(), signal: &QWindow::heightChanged, receiver: this, slot: &Scene3DItem::updateCameraAspectRatio); |
| 718 | break; |
| 719 | } |
| 720 | } |
| 721 | } |
| 722 | |
| 723 | void Scene3DItem::updateCameraAspectRatio() |
| 724 | { |
| 725 | if (m_camera) { |
| 726 | if (m_compositingMode == FBO) |
| 727 | m_camera->setAspectRatio(static_cast<float>(width()) / |
| 728 | static_cast<float>(height())); |
| 729 | else |
| 730 | m_camera->setAspectRatio(static_cast<float>(window()->width()) / |
| 731 | static_cast<float>(window()->height())); |
| 732 | } |
| 733 | } |
| 734 | |
| 735 | /*! |
| 736 | \qmlproperty bool Scene3D::multisample |
| 737 | |
| 738 | \c true if a multisample render buffer is requested. |
| 739 | |
| 740 | By default multisampling is enabled. If the OpenGL implementation has no |
| 741 | support for multisample renderbuffers or framebuffer blits, the request to |
| 742 | use multisampling is ignored. |
| 743 | |
| 744 | \note Refrain from changing the value frequently as it involves expensive |
| 745 | and potentially slow initialization of framebuffers and other OpenGL |
| 746 | resources. |
| 747 | */ |
| 748 | bool Scene3DItem::multisample() const |
| 749 | { |
| 750 | return m_multisample; |
| 751 | } |
| 752 | |
| 753 | void Scene3DItem::setMultisample(bool enable) |
| 754 | { |
| 755 | if (m_multisample != enable) { |
| 756 | m_multisample = enable; |
| 757 | emit multisampleChanged(); |
| 758 | update(); |
| 759 | } |
| 760 | } |
| 761 | |
| 762 | // We want to tie the Scene3DRenderer's lifetime to the QSGNode associated with |
| 763 | // Scene3DItem. This ensures that when the SceneGraph tree gets destroyed, we |
| 764 | // also shutdown Qt3D properly |
| 765 | // Everything this class does happens in the QSGRenderThread |
| 766 | class Scene3DManagerNode : public QSGNode |
| 767 | { |
| 768 | public: |
| 769 | explicit Scene3DManagerNode(Qt3DCore::QAspectEngine *aspectEngine, |
| 770 | AspectEngineDestroyer *destroyer) |
| 771 | : m_aspectEngine(aspectEngine) |
| 772 | , m_destroyer(destroyer) |
| 773 | , m_renderAspect(new QRenderAspect(QRenderAspect::Synchronous)) |
| 774 | , m_renderer(new Scene3DRenderer()) |
| 775 | { |
| 776 | m_destroyer->setSGNodeAlive(true); |
| 777 | } |
| 778 | |
| 779 | ~Scene3DManagerNode() |
| 780 | { |
| 781 | // Stop the Qt3D Simulation Loop |
| 782 | auto engineD = Qt3DCore::QAspectEnginePrivate::get(engine: m_aspectEngine); |
| 783 | engineD->exitSimulationLoop(); |
| 784 | |
| 785 | // Shutdown GL renderer |
| 786 | static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(q: m_renderAspect))->renderShutdown(); |
| 787 | delete m_renderer; |
| 788 | |
| 789 | m_destroyer->setSGNodeAlive(false); |
| 790 | |
| 791 | // Allow AspectEngine destruction |
| 792 | m_destroyer->allowRelease(); |
| 793 | } |
| 794 | |
| 795 | void init() |
| 796 | { |
| 797 | m_aspectEngine->registerAspect(aspect: m_renderAspect); |
| 798 | m_renderer->init(aspectEngine: m_aspectEngine, renderAspect: m_renderAspect); |
| 799 | m_wasInitialized = true; |
| 800 | } |
| 801 | |
| 802 | inline bool isInitialized() const { return m_wasInitialized; } |
| 803 | inline QRenderAspect *renderAspect() const { return m_renderAspect; } |
| 804 | inline Scene3DRenderer *renderer() const { return m_renderer; } |
| 805 | private: |
| 806 | Qt3DCore::QAspectEngine *m_aspectEngine; |
| 807 | AspectEngineDestroyer *m_destroyer; |
| 808 | QRenderAspect *m_renderAspect; |
| 809 | Scene3DRenderer *m_renderer; |
| 810 | bool m_wasInitialized = false; |
| 811 | }; |
| 812 | |
| 813 | |
| 814 | // QtQuick SG |
| 815 | // beforeSynchronize // SG Thread (main thread blocked) |
| 816 | // updatePaintNode (-> Scene3DRenderer::beforeSynchronize) // SG Thread (main thread blocked) |
| 817 | // beforeRenderering (-> Scene3DRenderer::beforeSynchronize) // SG Thread (main thread unblocked) |
| 818 | // afterRenderering // SG Thread (main thread unblocked) |
| 819 | // afterAnimating (-> Scene3DItem::synchronize()) // Main Thread (SG Thread is not yet at beforeSynchronize ) |
| 820 | |
| 821 | // main thread (afterAnimating) |
| 822 | void Scene3DItem::synchronize() |
| 823 | { |
| 824 | // Request updates for the next frame |
| 825 | requestUpdate(); |
| 826 | |
| 827 | if (!window() || !m_wasSGUpdated || |
| 828 | (!m_aspectEngineDestroyer || !m_aspectEngineDestroyer->sgNodeAlive())) { |
| 829 | m_wasFrameProcessed = false; |
| 830 | return; |
| 831 | } |
| 832 | |
| 833 | // Set root Entity on the aspectEngine |
| 834 | applyRootEntityChange(); |
| 835 | |
| 836 | // Update size of the QSurfaceSelector if needed |
| 837 | setItemAreaAndDevicePixelRatio(area: boundingRect().size().toSize(), |
| 838 | devicePixelRatio: window()->effectiveDevicePixelRatio()); |
| 839 | |
| 840 | // Let Qt3D process the frame and launch jobs |
| 841 | m_wasFrameProcessed = prepareQt3DFrame(); |
| 842 | |
| 843 | m_wasSGUpdated = false; |
| 844 | } |
| 845 | |
| 846 | // The synchronization point between the main thread and the render thread |
| 847 | // before any rendering |
| 848 | QSGNode *Scene3DItem::updatePaintNode(QSGNode *node, QQuickItem::UpdatePaintNodeData *) |
| 849 | { |
| 850 | Scene3DManagerNode *managerNode = static_cast<Scene3DManagerNode *>(node); |
| 851 | |
| 852 | // In case we have no GL context, return early |
| 853 | // m_wasSGUpdated will not be set to true and nothing will take place |
| 854 | if (!QOpenGLContext::currentContext()) { |
| 855 | QQuickItem::update(); |
| 856 | return node; |
| 857 | } |
| 858 | |
| 859 | // Scene3DManagerNode gets automatically destroyed on Window changed, SceneGraph invalidation |
| 860 | if (!managerNode) { |
| 861 | // Did we have a Scene3DManagerNode in the past? |
| 862 | if (m_lastManagerNode != nullptr) { |
| 863 | // If so we need to recreate a new AspectEngine as node was destroyed by sceneGraph |
| 864 | qCWarning(Scene3D) << "Renderer for Scene3DItem has requested a reset due to the item " |
| 865 | "moving to another window" ; |
| 866 | QObject::disconnect(m_windowConnection); |
| 867 | // Note: AspectEngine can only be deleted once we have set the root |
| 868 | // entity on the new instance |
| 869 | m_aspectEngine->setParent(nullptr); |
| 870 | m_aspectToDelete = m_aspectEngine; |
| 871 | m_aspectEngine = nullptr; |
| 872 | } |
| 873 | |
| 874 | // Create or Recreate AspectEngine |
| 875 | if (m_aspectEngine == nullptr) { |
| 876 | // Use manual drive mode when using Scene3D |
| 877 | delete m_aspectEngineDestroyer; |
| 878 | m_aspectEngineDestroyer = new AspectEngineDestroyer(); |
| 879 | m_aspectEngine = new Qt3DCore::QAspectEngine(m_aspectEngineDestroyer); |
| 880 | m_aspectEngine->setRunMode(Qt3DCore::QAspectEngine::Manual); |
| 881 | applyAspects(); |
| 882 | |
| 883 | // Needs to belong in the same thread as the item which is the same as |
| 884 | // the original QAspectEngine |
| 885 | m_aspectEngineDestroyer->moveToThread(thread: thread()); |
| 886 | |
| 887 | // To destroy AspectEngine |
| 888 | m_aspectEngineDestroyer->reset(targetCount: 2); |
| 889 | } |
| 890 | |
| 891 | // Create new instance and record a pointer (which should only be used |
| 892 | // to check if we have had a previous manager node) |
| 893 | managerNode = new Scene3DManagerNode(m_aspectEngine, |
| 894 | m_aspectEngineDestroyer); |
| 895 | m_lastManagerNode = managerNode; |
| 896 | |
| 897 | // Before Synchronizing is in the SG Thread, we want synchronize to be triggered |
| 898 | // in the context of the main thread so we use afterAnimating instead |
| 899 | m_windowConnection = QObject::connect(sender: window(), signal: &QQuickWindow::afterAnimating, |
| 900 | receiver: this, slot: &Scene3DItem::synchronize, type: Qt::DirectConnection); |
| 901 | } |
| 902 | |
| 903 | Scene3DRenderer *renderer = managerNode->renderer(); |
| 904 | QRenderAspect *renderAspect = managerNode->renderAspect(); |
| 905 | |
| 906 | // If the render aspect wasn't created yet, do so now |
| 907 | if (!managerNode->isInitialized()) { |
| 908 | auto *rw = QQuickRenderControl::renderWindowFor(win: window()); |
| 909 | |
| 910 | // When using a RenderControl, the AspectEngineDestroyer shouldn't release the root entity |
| 911 | // as it could be reused if render control was moved to another window |
| 912 | if (rw) |
| 913 | m_aspectEngineDestroyer->setReleaseRootEntity(false); |
| 914 | |
| 915 | auto renderAspectPriv = static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(q: renderAspect)); |
| 916 | renderAspectPriv->m_screen = (rw ? rw->screen() : window()->screen()); |
| 917 | updateWindowSurface(); |
| 918 | managerNode->init(); |
| 919 | // Note: ChangeArbiter is only set after aspect was registered |
| 920 | QObject::connect( |
| 921 | sender: renderAspectPriv->m_aspectManager->changeArbiter(), |
| 922 | signal: &Qt3DCore::QChangeArbiter::receivedChange, context: this, |
| 923 | slot: [this] { |
| 924 | m_dirty = true; |
| 925 | m_framesToRender = ms_framesNeededToFlushPipeline; |
| 926 | }, |
| 927 | type: Qt::DirectConnection); |
| 928 | // Give the window a nudge to trigger an update. |
| 929 | QMetaObject::invokeMethod(obj: window(), member: "requestUpdate" , type: Qt::QueuedConnection); |
| 930 | } |
| 931 | |
| 932 | const bool usesFBO = m_compositingMode == FBO; |
| 933 | const bool hasScene3DViews = !m_views.empty(); |
| 934 | Scene3DSGNode *fboNode = static_cast<Scene3DSGNode *>(managerNode->firstChild()); |
| 935 | |
| 936 | // When usin Scene3DViews or Scene3D in Underlay mode |
| 937 | // we shouldn't be managing a Scene3DSGNode |
| 938 | if (!usesFBO || hasScene3DViews) { |
| 939 | if (fboNode != nullptr) { |
| 940 | managerNode->removeChildNode(node: fboNode); |
| 941 | delete fboNode; |
| 942 | fboNode = nullptr; |
| 943 | renderer->setSGNode(fboNode); |
| 944 | } |
| 945 | } else { |
| 946 | // Regular Scene3D only case |
| 947 | // Create SGNode if using FBO and no Scene3DViews |
| 948 | if (fboNode == nullptr) { |
| 949 | fboNode = new Scene3DSGNode(); |
| 950 | renderer->setSGNode(fboNode); |
| 951 | managerNode->appendChildNode(node: fboNode); |
| 952 | } |
| 953 | fboNode->setRect(rect: boundingRect()); |
| 954 | } |
| 955 | |
| 956 | if (usesFBO) { |
| 957 | // Reset clear flag if we've set it to false it's still set to that |
| 958 | if (m_disableClearWindow && !window()->clearBeforeRendering()) |
| 959 | window()->setClearBeforeRendering(m_clearsWindowByDefault); |
| 960 | m_disableClearWindow = false; |
| 961 | } else { |
| 962 | // Record clearBeforeRendering value before we force it to false |
| 963 | m_clearsWindowByDefault = window()->clearBeforeRendering(); |
| 964 | m_disableClearWindow = true; |
| 965 | if (m_clearsWindowByDefault) |
| 966 | window()->setClearBeforeRendering(false); |
| 967 | } |
| 968 | |
| 969 | renderer->setBoundingSize(boundingRect().size().toSize()); |
| 970 | renderer->setMultisample(m_multisample); |
| 971 | // Ensure Renderer is working on current window |
| 972 | renderer->setWindow(window()); |
| 973 | // Set compositing mode on renderer |
| 974 | renderer->setCompositingMode(m_compositingMode); |
| 975 | // Set whether we want the Renderer to be allowed to render or not |
| 976 | const bool skipFrame = !needsRender(renderAspect); |
| 977 | renderer->setSkipFrame(skipFrame); |
| 978 | renderer->allowRender(); |
| 979 | |
| 980 | // Make renderer aware of any Scene3DView we are dealing with |
| 981 | if (m_dirtyViews) { |
| 982 | const bool usesFBO = m_compositingMode == FBO; |
| 983 | // Scene3DViews checks |
| 984 | if (entity() != m_viewHolderEntity) { |
| 985 | qCWarning(Scene3D) << "Scene3DView is not supported if the Scene3D entity property has been set" ; |
| 986 | } |
| 987 | if (!usesFBO) { |
| 988 | qCWarning(Scene3D) << "Scene3DView is only supported when Scene3D compositingMode is set to FBO" ; |
| 989 | } |
| 990 | // The Scene3DRender will take care of providing the texture containing the 3D scene |
| 991 | renderer->setScene3DViews(m_views); |
| 992 | m_dirtyViews = false; |
| 993 | } |
| 994 | |
| 995 | // Let the renderer prepare anything it needs to prior to the rendering |
| 996 | if (m_wasFrameProcessed) |
| 997 | renderer->beforeSynchronize(); |
| 998 | |
| 999 | // Force window->beforeRendering to be triggered |
| 1000 | managerNode->markDirty(bits: QSGNode::DirtyForceUpdate); |
| 1001 | |
| 1002 | m_wasSGUpdated = true; |
| 1003 | |
| 1004 | return managerNode; |
| 1005 | } |
| 1006 | |
| 1007 | void Scene3DItem::mousePressEvent(QMouseEvent *event) |
| 1008 | { |
| 1009 | Q_UNUSED(event); |
| 1010 | //Prevent subsequent move and release events being disregarded my the default event->ignore() from QQuickItem |
| 1011 | } |
| 1012 | |
| 1013 | } // namespace Qt3DRender |
| 1014 | |
| 1015 | QT_END_NAMESPACE |
| 1016 | |
| 1017 | #include "scene3ditem.moc" |
| 1018 | |