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| 2 | ** |
| 3 | ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
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| 26 | ** Alternatively, this file may be used under the terms of the GNU |
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| 28 | ** Public license version 3 or any later version approved by the KDE Free |
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| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "scene3drenderer_p.h" |
| 41 | |
| 42 | #include <Qt3DCore/qaspectengine.h> |
| 43 | #include <Qt3DRender/qrenderaspect.h> |
| 44 | #include <QtCore/qthread.h> |
| 45 | #include <qopenglcontext.h> |
| 46 | #include <qopenglframebufferobject.h> |
| 47 | #include <QtQuick/qquickwindow.h> |
| 48 | |
| 49 | #include <Qt3DRender/private/qrenderaspect_p.h> |
| 50 | #include <Qt3DRender/private/abstractrenderer_p.h> |
| 51 | #include <Qt3DCore/private/qaspectengine_p.h> |
| 52 | #include <Qt3DCore/private/qaspectmanager_p.h> |
| 53 | #include <Qt3DCore/private/qchangearbiter_p.h> |
| 54 | #include <Qt3DCore/private/qservicelocator_p.h> |
| 55 | |
| 56 | #include <scene3ditem_p.h> |
| 57 | #include <scene3dlogging_p.h> |
| 58 | #include <scene3dsgnode_p.h> |
| 59 | #include <scene3dview_p.h> |
| 60 | |
| 61 | QT_BEGIN_NAMESPACE |
| 62 | |
| 63 | namespace Qt3DRender { |
| 64 | |
| 65 | class ContextSaver |
| 66 | { |
| 67 | public: |
| 68 | explicit ContextSaver(QOpenGLContext *context = QOpenGLContext::currentContext()) |
| 69 | : m_context(context), |
| 70 | m_surface(context ? context->surface() : nullptr) |
| 71 | { |
| 72 | } |
| 73 | |
| 74 | ~ContextSaver() |
| 75 | { |
| 76 | if (m_context && m_context->surface() != m_surface) |
| 77 | m_context->makeCurrent(surface: m_surface); |
| 78 | } |
| 79 | |
| 80 | QOpenGLContext *context() const { return m_context; } |
| 81 | QSurface *surface() const { return m_surface; } |
| 82 | |
| 83 | private: |
| 84 | QOpenGLContext * const m_context; |
| 85 | QSurface * const m_surface; |
| 86 | }; |
| 87 | |
| 88 | /*! |
| 89 | \class Qt3DRender::Scene3DRenderer |
| 90 | \internal |
| 91 | |
| 92 | \brief The Scene3DRenderer class takes care of rendering a Qt3D scene |
| 93 | within a Framebuffer object to be used by the QtQuick 2 renderer. |
| 94 | |
| 95 | The Scene3DRenderer class renders a Qt3D scene as provided by a Scene3DItem. |
| 96 | It owns the aspectEngine even though it doesn't instantiate it. |
| 97 | |
| 98 | The render loop goes as follows: |
| 99 | \list |
| 100 | \li The main thread runs, drives Animations, etc. and causes changes to be |
| 101 | reported to the Qt3D change arbiter. The first change reported will cause |
| 102 | the scene3drenderer to be marked dirty. |
| 103 | \li The QtQuick render thread starts a new frame, synchronizes the scene |
| 104 | graph and emits afterSynchronizing. This will trigger some preparational |
| 105 | steps for rendering and mark the QSGNode dirty if the Scene3DRenderer is |
| 106 | dirty. |
| 107 | \li The QtQuick render loop emits beforeRendering. If we're marked dirty or |
| 108 | if the renderPolicy is set to Always, we'll ask the Qt3D renderer aspect to |
| 109 | render. That call is blocking. If the aspect jobs are not done, yet, the |
| 110 | renderer will exit early and we skip a frame. |
| 111 | \endlist |
| 112 | |
| 113 | The shutdown procedure is a two steps process that goes as follow: |
| 114 | |
| 115 | \list |
| 116 | \li The window is closed |
| 117 | |
| 118 | \li This triggers the windowsChanged signal which the Scene3DRenderer |
| 119 | uses to perform the necessary cleanups in the QSGRenderThread (destroys |
| 120 | DebugLogger ...) with the shutdown slot (queued connection). |
| 121 | |
| 122 | \li The destroyed signal of the window is also connected to the |
| 123 | Scene3DRenderer. When triggered in the context of the main thread, the |
| 124 | cleanup slot is called. |
| 125 | \endlist |
| 126 | |
| 127 | There is an alternate shutdown procedure in case the QQuickItem is |
| 128 | destroyed with an active window which can happen in the case where the |
| 129 | Scene3D is used with a QtQuick Loader |
| 130 | |
| 131 | In that case the shutdown procedure goes the same except that the destroyed |
| 132 | signal of the window is not called. Therefore the cleanup method is invoked |
| 133 | to properly destroy the aspect engine. |
| 134 | */ |
| 135 | Scene3DRenderer::Scene3DRenderer() |
| 136 | : QObject() |
| 137 | , m_aspectEngine(nullptr) |
| 138 | , m_renderAspect(nullptr) |
| 139 | , m_multisampledFBO(nullptr) |
| 140 | , m_finalFBO(nullptr) |
| 141 | , m_texture(nullptr) |
| 142 | , m_node(nullptr) |
| 143 | , m_window(nullptr) |
| 144 | , m_multisample(false) // this value is not used, will be synced from the Scene3DItem instead |
| 145 | , m_lastMultisample(false) |
| 146 | , m_needsShutdown(true) |
| 147 | , m_forceRecreate(false) |
| 148 | , m_shouldRender(false) |
| 149 | , m_dirtyViews(false) |
| 150 | , m_skipFrame(false) |
| 151 | , m_allowRendering(0) |
| 152 | , m_compositingMode(Scene3DItem::FBO) |
| 153 | { |
| 154 | |
| 155 | } |
| 156 | |
| 157 | void Scene3DRenderer::init(Qt3DCore::QAspectEngine *aspectEngine, |
| 158 | QRenderAspect *renderAspect) |
| 159 | { |
| 160 | m_aspectEngine = aspectEngine; |
| 161 | m_renderAspect = renderAspect; |
| 162 | m_needsShutdown = true; |
| 163 | |
| 164 | Q_ASSERT(QOpenGLContext::currentContext()); |
| 165 | ContextSaver saver; |
| 166 | static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(q: m_renderAspect))->renderInitialize(context: saver.context()); |
| 167 | } |
| 168 | |
| 169 | void Scene3DRenderer::setWindow(QQuickWindow *window) |
| 170 | { |
| 171 | if (window == m_window) |
| 172 | return; |
| 173 | |
| 174 | QObject::disconnect(receiver: m_window); |
| 175 | m_window = window; |
| 176 | |
| 177 | if (m_window) { |
| 178 | QObject::connect(sender: m_window, signal: &QQuickWindow::beforeRendering, receiver: this, slot: &Scene3DRenderer::render, type: Qt::DirectConnection); |
| 179 | } else { |
| 180 | shutdown(); |
| 181 | } |
| 182 | } |
| 183 | |
| 184 | Scene3DRenderer::~Scene3DRenderer() |
| 185 | { |
| 186 | qCDebug(Scene3D) << Q_FUNC_INFO << QThread::currentThread(); |
| 187 | shutdown(); |
| 188 | } |
| 189 | |
| 190 | |
| 191 | QOpenGLFramebufferObject *Scene3DRenderer::createMultisampledFramebufferObject(const QSize &size) |
| 192 | { |
| 193 | QOpenGLFramebufferObjectFormat format; |
| 194 | format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); |
| 195 | int samples = QSurfaceFormat::defaultFormat().samples(); |
| 196 | if (samples == -1) |
| 197 | samples = 4; |
| 198 | format.setSamples(samples); |
| 199 | return new QOpenGLFramebufferObject(size, format); |
| 200 | } |
| 201 | |
| 202 | QOpenGLFramebufferObject *Scene3DRenderer::createFramebufferObject(const QSize &size) |
| 203 | { |
| 204 | QOpenGLFramebufferObjectFormat format; |
| 205 | format.setAttachment(QOpenGLFramebufferObject::Depth); |
| 206 | return new QOpenGLFramebufferObject(size, format); |
| 207 | } |
| 208 | |
| 209 | // Executed in the QtQuick render thread (which may even be the gui/main with QQuickWidget / RenderControl). |
| 210 | void Scene3DRenderer::shutdown() |
| 211 | { |
| 212 | if (!m_needsShutdown) |
| 213 | return; |
| 214 | m_needsShutdown = false; |
| 215 | m_finalFBO.reset(); |
| 216 | m_multisampledFBO.reset(); |
| 217 | } |
| 218 | |
| 219 | // Render Thread, GUI locked |
| 220 | void Scene3DRenderer::beforeSynchronize() |
| 221 | { |
| 222 | if (m_window) { |
| 223 | // Only render if we are sure aspectManager->processFrame was called prior |
| 224 | // We could otherwise enter a deadlock state |
| 225 | if (!m_allowRendering.tryAcquire(n: std::max(a: m_allowRendering.available(), b: 1))) |
| 226 | return; |
| 227 | |
| 228 | // In the case of OnDemand rendering, we still need to get to this |
| 229 | // point to ensure we have processed jobs for all aspects. |
| 230 | // We also still need to call render() to allow proceeding with the |
| 231 | // next frame. However it won't be performing any 3d rendering at all |
| 232 | // so we do it here and return early. This prevents a costly QtQuick |
| 233 | // SceneGraph update for nothing |
| 234 | if (m_skipFrame) { |
| 235 | m_skipFrame = false; |
| 236 | ContextSaver saver; |
| 237 | static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(q: m_renderAspect))->renderSynchronous(swapBuffers: false); |
| 238 | return; |
| 239 | } |
| 240 | |
| 241 | m_shouldRender = true; |
| 242 | |
| 243 | // Check size / multisampling |
| 244 | const QSize currentSize = m_boundingRectSize * m_window->effectiveDevicePixelRatio(); |
| 245 | const bool sizeHasChanged = currentSize != m_lastSize; |
| 246 | const bool multisampleHasChanged = m_multisample != m_lastMultisample; |
| 247 | const bool forceRecreate = sizeHasChanged || multisampleHasChanged; |
| 248 | // Store the current size as a comparison |
| 249 | // point for the next frame |
| 250 | m_lastSize = currentSize; |
| 251 | m_lastMultisample = m_multisample; |
| 252 | |
| 253 | // Rebuild FBO if size/multisampling has changed |
| 254 | const bool usesFBO = m_compositingMode == Scene3DItem::FBO; |
| 255 | if (usesFBO) { |
| 256 | // Rebuild FBO and textures if never created or a resize has occurred |
| 257 | if ((m_multisampledFBO.isNull() || forceRecreate) && m_multisample) { |
| 258 | m_multisampledFBO.reset(other: createMultisampledFramebufferObject(size: m_lastSize)); |
| 259 | if (m_multisampledFBO->format().samples() == 0 || !QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) { |
| 260 | m_multisample = false; |
| 261 | m_multisampledFBO.reset(other: nullptr); |
| 262 | } |
| 263 | } |
| 264 | |
| 265 | const bool generateNewTexture = m_finalFBO.isNull() || forceRecreate; |
| 266 | if (generateNewTexture) { |
| 267 | m_finalFBO.reset(other: createFramebufferObject(size: m_lastSize)); |
| 268 | const GLuint textureId = m_finalFBO->texture(); |
| 269 | m_texture.reset(other: m_window->createTextureFromNativeObject(type: QQuickWindow::NativeObjectTexture, |
| 270 | nativeObjectPtr: &textureId, nativeLayout: 0, |
| 271 | size: m_finalFBO->size(), |
| 272 | options: QQuickWindow::TextureHasAlphaChannel)); |
| 273 | } |
| 274 | |
| 275 | // We can render either the Scene3D or the Scene3DView but not both |
| 276 | // at the same time |
| 277 | Q_ASSERT((m_node == nullptr || m_views.empty()) || |
| 278 | (m_node != nullptr && m_views.empty()) || |
| 279 | (m_node == nullptr && !m_views.empty())); |
| 280 | |
| 281 | // Set texture on node |
| 282 | if (m_node && (!m_node->texture() || generateNewTexture)) |
| 283 | m_node->setTexture(m_texture.data()); |
| 284 | |
| 285 | // Set textures on Scene3DView |
| 286 | if (m_dirtyViews || generateNewTexture) { |
| 287 | for (Scene3DView *view : qAsConst(t&: m_views)) |
| 288 | if (!view->texture() || generateNewTexture) |
| 289 | view->setTexture(m_texture.data()); |
| 290 | m_dirtyViews = false; |
| 291 | } |
| 292 | } |
| 293 | |
| 294 | // Mark SGNodes as dirty so that QQuick will trigger some rendering |
| 295 | if (m_node) |
| 296 | m_node->markDirty(bits: QSGNode::DirtyMaterial); |
| 297 | |
| 298 | for (Scene3DView *view : qAsConst(t&: m_views)) |
| 299 | view->markSGNodeDirty(); |
| 300 | } |
| 301 | } |
| 302 | |
| 303 | void Scene3DRenderer::allowRender() |
| 304 | { |
| 305 | m_allowRendering.release(n: 1); |
| 306 | } |
| 307 | |
| 308 | void Scene3DRenderer::setCompositingMode(Scene3DItem::CompositingMode mode) |
| 309 | { |
| 310 | m_compositingMode = mode; |
| 311 | } |
| 312 | |
| 313 | void Scene3DRenderer::setSkipFrame(bool skip) |
| 314 | { |
| 315 | m_skipFrame = skip; |
| 316 | } |
| 317 | |
| 318 | void Scene3DRenderer::setMultisample(bool multisample) |
| 319 | { |
| 320 | m_multisample = multisample; |
| 321 | } |
| 322 | |
| 323 | void Scene3DRenderer::setBoundingSize(const QSize &size) |
| 324 | { |
| 325 | m_boundingRectSize = size; |
| 326 | } |
| 327 | |
| 328 | // Main Thread, Render Thread locked |
| 329 | void Scene3DRenderer::setScene3DViews(const QVector<Scene3DView *> views) |
| 330 | { |
| 331 | m_views = views; |
| 332 | m_dirtyViews = true; |
| 333 | } |
| 334 | |
| 335 | void Scene3DRenderer::setSGNode(Scene3DSGNode *node) |
| 336 | { |
| 337 | m_node = node; |
| 338 | } |
| 339 | |
| 340 | // Render Thread, Main Thread is unlocked at this point |
| 341 | void Scene3DRenderer::render() |
| 342 | { |
| 343 | QMutexLocker l(&m_windowMutex); |
| 344 | // Lock to ensure the window doesn't change while we are rendering |
| 345 | if (!m_window || !m_shouldRender) |
| 346 | return; |
| 347 | m_shouldRender = false; |
| 348 | |
| 349 | ContextSaver saver; |
| 350 | |
| 351 | // The OpenGL state may be dirty from the previous QtQuick nodes, so reset |
| 352 | // it here to give Qt3D the clean state it expects |
| 353 | m_window->resetOpenGLState(); |
| 354 | |
| 355 | // Create and bind FBO if using the FBO compositing mode |
| 356 | const bool usesFBO = m_compositingMode == Scene3DItem::FBO; |
| 357 | if (usesFBO) { |
| 358 | // Bind FBO |
| 359 | if (m_multisample) //Only try to use MSAA when available |
| 360 | m_multisampledFBO->bind(); |
| 361 | else |
| 362 | m_finalFBO->bind(); |
| 363 | } |
| 364 | |
| 365 | // Render Qt3D Scene |
| 366 | static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(q: m_renderAspect))->renderSynchronous(swapBuffers: usesFBO); |
| 367 | |
| 368 | // We may have called doneCurrent() so restore the context if the rendering surface was changed |
| 369 | // Note: keep in mind that the ContextSave also restores the surface when destroyed |
| 370 | if (saver.context()->surface() != saver.surface()) |
| 371 | saver.context()->makeCurrent(surface: saver.surface()); |
| 372 | |
| 373 | if (usesFBO) { |
| 374 | if (m_multisample) { |
| 375 | // Blit multisampled FBO with non multisampled FBO with texture attachment |
| 376 | const QRect dstRect(QPoint(0, 0), m_finalFBO->size()); |
| 377 | const QRect srcRect(QPoint(0, 0), m_multisampledFBO->size()); |
| 378 | QOpenGLFramebufferObject::blitFramebuffer(target: m_finalFBO.data(), targetRect: dstRect, |
| 379 | source: m_multisampledFBO.data(), sourceRect: srcRect, |
| 380 | GL_COLOR_BUFFER_BIT, |
| 381 | GL_NEAREST, |
| 382 | readColorAttachmentIndex: 0, drawColorAttachmentIndex: 0, |
| 383 | restorePolicy: QOpenGLFramebufferObject::DontRestoreFramebufferBinding); |
| 384 | } |
| 385 | |
| 386 | // Restore QtQuick FBO |
| 387 | QOpenGLFramebufferObject::bindDefault(); |
| 388 | |
| 389 | // Only show the node once Qt3D has rendered to it |
| 390 | // Avoids showing garbage on the first frame |
| 391 | if (m_node) |
| 392 | m_node->show(); |
| 393 | } |
| 394 | |
| 395 | // Reset the state used by the Qt Quick scenegraph to avoid any |
| 396 | // interference when rendering the rest of the UI. |
| 397 | m_window->resetOpenGLState(); |
| 398 | } |
| 399 | |
| 400 | } // namespace Qt3DRender |
| 401 | |
| 402 | QT_END_NAMESPACE |
| 403 | |