| 1 | // Copyright (C) 2019 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dviewport_p.h" |
| 5 | #include "qquick3dsceneenvironment_p.h" |
| 6 | #include "qquick3dscenemanager_p.h" |
| 7 | #include "qquick3dtexture_p.h" |
| 8 | #include "qquick3dscenerenderer_p.h" |
| 9 | #include "qquick3dscenerootnode_p.h" |
| 10 | #include "qquick3dcamera_p.h" |
| 11 | #include "qquick3dmodel_p.h" |
| 12 | #include "qquick3drenderstats_p.h" |
| 13 | #include "qquick3ditem2d_p.h" |
| 14 | #include "qquick3ddefaultmaterial_p.h" |
| 15 | #include "qquick3dprincipledmaterial_p.h" |
| 16 | #include "qquick3dcustommaterial_p.h" |
| 17 | #include "qquick3dspecularglossymaterial_p.h" |
| 18 | |
| 19 | #include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h> |
| 20 | #include <QtQuick3DRuntimeRender/private/qssglayerrenderdata_p.h> |
| 21 | |
| 22 | #include <QtQuick3DUtils/private/qssgassert_p.h> |
| 23 | |
| 24 | #include <qsgtextureprovider.h> |
| 25 | #include <QSGSimpleTextureNode> |
| 26 | #include <QSGRendererInterface> |
| 27 | #include <QQuickWindow> |
| 28 | #include <QtQuick/private/qquickitem_p.h> |
| 29 | #include <QtQuick/private/qquickpointerhandler_p.h> |
| 30 | |
| 31 | #include <QtQml> |
| 32 | |
| 33 | #include <QtGui/private/qeventpoint_p.h> |
| 34 | |
| 35 | #include <QtCore/private/qnumeric_p.h> |
| 36 | #include <QtCore/qpointer.h> |
| 37 | |
| 38 | #include <optional> |
| 39 | |
| 40 | QT_BEGIN_NAMESPACE |
| 41 | |
| 42 | Q_LOGGING_CATEGORY(lcEv, "qt.quick3d.event" ) |
| 43 | Q_LOGGING_CATEGORY(lcPick, "qt.quick3d.pick" ) |
| 44 | Q_LOGGING_CATEGORY(lcHover, "qt.quick3d.hover" ) |
| 45 | |
| 46 | static bool isforceInputHandlingSet() |
| 47 | { |
| 48 | static const bool v = (qEnvironmentVariableIntValue(varName: "QT_QUICK3D_FORCE_INPUT_HANDLING" ) > 0); |
| 49 | return v; |
| 50 | } |
| 51 | |
| 52 | struct ViewportTransformHelper : public QQuickDeliveryAgent::Transform |
| 53 | { |
| 54 | static void removeAll() { |
| 55 | for (auto o : owners) { |
| 56 | if (!o.isNull()) |
| 57 | o->setSceneTransform(nullptr); |
| 58 | } |
| 59 | owners.clear(); |
| 60 | } |
| 61 | |
| 62 | void setOnDeliveryAgent(QQuickDeliveryAgent *da) { |
| 63 | da->setSceneTransform(this); |
| 64 | owners.append(t: da); |
| 65 | } |
| 66 | |
| 67 | /* |
| 68 | Transforms viewport coordinates to 2D scene coordinates. |
| 69 | Returns the point in targetItem corresponding to \a viewportPoint, |
| 70 | assuming that targetItem is mapped onto sceneParentNode. |
| 71 | If it's no longer a "hit" on sceneParentNode, returns the last-good point. |
| 72 | */ |
| 73 | QPointF map(const QPointF &viewportPoint) override { |
| 74 | QPointF point = viewportPoint; |
| 75 | // Despite the name, the input coordinates are the window viewport coordinates |
| 76 | // so unless the View3D is the same size of the Window, we need to translate |
| 77 | // to the View3D coordinates before doing any picking. |
| 78 | if (viewport) |
| 79 | point = viewport->mapFromScene(point: viewportPoint); |
| 80 | point.rx() *= scaleX; |
| 81 | point.ry() *= scaleY; |
| 82 | std::optional<QSSGRenderRay> rayResult = renderer->getRayFromViewportPos(pos: point); |
| 83 | if (rayResult.has_value()) { |
| 84 | const auto pickResults = renderer->syncPickOne(ray: rayResult.value(), node: sceneParentNode); |
| 85 | if (!pickResults.isEmpty()) { |
| 86 | const auto pickResult = pickResults.first(); |
| 87 | auto ret = pickResult.m_localUVCoords.toPointF(); |
| 88 | if (!uvCoordsArePixels) { |
| 89 | ret = QPointF(targetItem->x() + ret.x() * targetItem->width(), |
| 90 | targetItem->y() - ret.y() * targetItem->height() + targetItem->height()); |
| 91 | } |
| 92 | const bool outOfModel = pickResult.m_localUVCoords.isNull(); |
| 93 | qCDebug(lcEv) << viewportPoint << "->" << (outOfModel ? "OOM" : "" ) << ret << "@" << pickResult.m_scenePosition |
| 94 | << "UV" << pickResult.m_localUVCoords << "dist" << qSqrt(v: pickResult.m_distanceSq); |
| 95 | if (outOfModel) { |
| 96 | return lastGoodMapping; |
| 97 | } else { |
| 98 | lastGoodMapping = ret; |
| 99 | return ret; |
| 100 | } |
| 101 | } |
| 102 | } |
| 103 | return QPointF(); |
| 104 | } |
| 105 | |
| 106 | QPointer<QQuick3DViewport> viewport; |
| 107 | QQuick3DSceneRenderer *renderer = nullptr; |
| 108 | QSSGRenderNode *sceneParentNode = nullptr; |
| 109 | QPointer<QQuickItem> targetItem; |
| 110 | qreal scaleX = 1; |
| 111 | qreal scaleY = 1; |
| 112 | bool uvCoordsArePixels = false; // if false, they are in the range 0..1 |
| 113 | QPointF lastGoodMapping; |
| 114 | |
| 115 | static QList<QPointer<QQuickDeliveryAgent>> owners; |
| 116 | }; |
| 117 | |
| 118 | QList<QPointer<QQuickDeliveryAgent>> ViewportTransformHelper::owners; |
| 119 | |
| 120 | class QQuick3DExtensionListHelper |
| 121 | { |
| 122 | Q_DISABLE_COPY_MOVE(QQuick3DExtensionListHelper); |
| 123 | public: |
| 124 | static void extensionAppend(QQmlListProperty<QQuick3DObject> *list, QQuick3DObject *extension) |
| 125 | { |
| 126 | QSSG_ASSERT(list && extension, return); |
| 127 | |
| 128 | if (QQuick3DViewport *that = qobject_cast<QQuick3DViewport *>(object: list->object)) { |
| 129 | if (const auto idx = that->m_extensions.indexOf(t: extension); idx == -1) { |
| 130 | if (!extension->parentItem()) |
| 131 | extension->setParentItem(that->m_sceneRoot); |
| 132 | that->m_extensions.push_back(t: extension); |
| 133 | that->m_extensionListDirty = true; |
| 134 | } |
| 135 | } |
| 136 | } |
| 137 | static QQuick3DObject *extensionAt(QQmlListProperty<QQuick3DObject> *list, qsizetype index) |
| 138 | { |
| 139 | QQuick3DObject *ret = nullptr; |
| 140 | QSSG_ASSERT(list, return ret); |
| 141 | |
| 142 | if (QQuick3DViewport *that = qobject_cast<QQuick3DViewport *>(object: list->object)) { |
| 143 | if (that->m_extensions.size() > index) |
| 144 | ret = that->m_extensions.at(i: index); |
| 145 | } |
| 146 | |
| 147 | return ret; |
| 148 | } |
| 149 | static qsizetype extensionCount(QQmlListProperty<QQuick3DObject> *list) |
| 150 | { |
| 151 | qsizetype ret = -1; |
| 152 | QSSG_ASSERT(list, return ret); |
| 153 | |
| 154 | if (QQuick3DViewport *that = qobject_cast<QQuick3DViewport *>(object: list->object)) |
| 155 | ret = that->m_extensions.size(); |
| 156 | |
| 157 | return ret; |
| 158 | } |
| 159 | static void extensionClear(QQmlListProperty<QQuick3DObject> *list) |
| 160 | { |
| 161 | QSSG_ASSERT(list, return); |
| 162 | |
| 163 | if (QQuick3DViewport *that = qobject_cast<QQuick3DViewport *>(object: list->object)) { |
| 164 | that->m_extensions.clear(); |
| 165 | that->m_extensionListDirty = true; |
| 166 | } |
| 167 | } |
| 168 | static void extensionReplace(QQmlListProperty<QQuick3DObject> *list, qsizetype idx, QQuick3DObject *o) |
| 169 | { |
| 170 | QSSG_ASSERT(list, return); |
| 171 | |
| 172 | if (QQuick3DViewport *that = qobject_cast<QQuick3DViewport *>(object: list->object)) { |
| 173 | if (that->m_extensions.size() > idx && idx > -1) { |
| 174 | that->m_extensions.replace(i: idx, t: o); |
| 175 | that->m_extensionListDirty = true; |
| 176 | } |
| 177 | } |
| 178 | } |
| 179 | static void extensionRemoveLast(QQmlListProperty<QQuick3DObject> *list) |
| 180 | { |
| 181 | QSSG_ASSERT(list, return); |
| 182 | |
| 183 | if (QQuick3DViewport *that = qobject_cast<QQuick3DViewport *>(object: list->object)) { |
| 184 | that->m_extensions.removeLast(); |
| 185 | that->m_extensionListDirty = true; |
| 186 | } |
| 187 | } |
| 188 | }; |
| 189 | |
| 190 | /*! |
| 191 | \qmltype View3D |
| 192 | \inherits Item |
| 193 | \inqmlmodule QtQuick3D |
| 194 | \brief Provides a viewport on which to render a 3D scene. |
| 195 | |
| 196 | View3D provides a 2D surface on which a 3D scene can be rendered. This |
| 197 | surface is a Qt Quick \l Item and can be placed in a Qt Quick scene. |
| 198 | |
| 199 | There are two ways to define the 3D scene that is visualized on the View3D: |
| 200 | If you define a hierarchy of \l{Node}{Node-based} items as children of |
| 201 | the View3D directly, then this will become the implicit scene of the View3D. |
| 202 | |
| 203 | It is also possible to reference an existing scene by using the \l importScene |
| 204 | property and setting it to the root \l Node of the scene you want to visualize. |
| 205 | This \l Node does not have to be an ancestor of the View3D, and you can have |
| 206 | multiple View3Ds that import the same scene. |
| 207 | |
| 208 | This is demonstrated in \l {Qt Quick 3D - View3D example}{View3D example}. |
| 209 | |
| 210 | If the View3D both has child \l{Node}{Nodes} and the \l importScene property is |
| 211 | set simultaneously, then both scenes will be rendered as if they were sibling |
| 212 | subtrees in the same scene. |
| 213 | |
| 214 | To control how a scene is rendered, you can set the \l environment |
| 215 | property. The type \l SceneEnvironment has a number of visual properties |
| 216 | that can be adjusted, such as background color, tone mapping, anti-aliasing |
| 217 | and more. \l ExtendedSceneEnvironment in the \c{QtQuick3D.Helpers} module |
| 218 | extends \l SceneEnvironment with even more features, adding common |
| 219 | post-processing effects. |
| 220 | |
| 221 | In addition, in order for anything to be rendered in the View3D, the scene |
| 222 | needs a \l Camera. If there is only a single \l Camera in the scene, then |
| 223 | this will automatically be picked. Otherwise, the \l camera property can |
| 224 | be used to select the camera. The \l Camera decides which parts of the scene |
| 225 | are visible, and how they are projected onto the 2D surface. |
| 226 | |
| 227 | By default, the 3D scene will first be rendered into an off-screen buffer and |
| 228 | then composited with the rest of the Qt Quick scene when it is done. This provides |
| 229 | the maximum level of compatibility, but may have performance implications on some |
| 230 | graphics hardware. If this is the case, the \l renderMode property can be used to |
| 231 | switch how the View3D is rendered into the window. |
| 232 | |
| 233 | A View3D with the default Offscreen \l renderMode is implicitly a |
| 234 | \l{QSGTextureProvider}{texture provider} as well. This means that \l |
| 235 | ShaderEffect or \l{QtQuick3D::Texture::sourceItem}{Texture.sourceItem} can reference |
| 236 | the View3D directly as long as all items live within the same |
| 237 | \l{QQuickWindow}{window}. Like with any other \l Item, it is also possible |
| 238 | to switch the View3D, or one of its ancestors, into a texture-based |
| 239 | \l{QtQuick::Item::layer.enabled}{item layer}. |
| 240 | |
| 241 | \sa {Qt Quick 3D - View3D example} |
| 242 | */ |
| 243 | |
| 244 | QQuick3DViewport::QQuick3DViewport(QQuickItem *parent) |
| 245 | : QQuickItem(parent) |
| 246 | { |
| 247 | setFlag(flag: ItemHasContents); |
| 248 | m_camera = nullptr; |
| 249 | m_sceneRoot = new QQuick3DSceneRootNode(this); |
| 250 | m_renderStats = new QQuick3DRenderStats(); |
| 251 | QQuick3DSceneManager *sceneManager = new QQuick3DSceneManager(); |
| 252 | QQuick3DObjectPrivate::get(item: m_sceneRoot)->refSceneManager(*sceneManager); |
| 253 | Q_ASSERT(sceneManager == QQuick3DObjectPrivate::get(m_sceneRoot)->sceneManager); |
| 254 | connect(sender: sceneManager, signal: &QQuick3DSceneManager::needsUpdate, |
| 255 | context: this, slot: &QQuickItem::update); |
| 256 | |
| 257 | // Overrides the internal input handling to always be true |
| 258 | // instead of potentially updated after a sync (see updatePaintNode) |
| 259 | if (isforceInputHandlingSet()) { |
| 260 | m_enableInputProcessing = true; |
| 261 | updateInputProcessing(); |
| 262 | forceActiveFocus(); |
| 263 | } |
| 264 | } |
| 265 | |
| 266 | QQuick3DViewport::~QQuick3DViewport() |
| 267 | { |
| 268 | // With the threaded render loop m_directRenderer must be destroyed on the |
| 269 | // render thread at the proper time, not here. That's handled in |
| 270 | // releaseResources() + upon sceneGraphInvalidated. However with a |
| 271 | // QQuickRenderControl-based window on the main thread there is a good |
| 272 | // chance that this viewport (and so our sceneGraphInvalidated signal |
| 273 | // connection) is destroyed before the window and the rendercontrol. So act |
| 274 | // here then. |
| 275 | if (m_directRenderer && m_directRenderer->thread() == thread()) { |
| 276 | delete m_directRenderer; |
| 277 | m_directRenderer = nullptr; |
| 278 | } |
| 279 | |
| 280 | // If the quick window still exists, make sure to disconnect any of the direct |
| 281 | // connections to this View3D |
| 282 | if (auto qw = window()) |
| 283 | disconnect(sender: qw, signal: nullptr, receiver: this, member: nullptr); |
| 284 | |
| 285 | auto sceneManager = QQuick3DObjectPrivate::get(item: m_sceneRoot)->sceneManager; |
| 286 | if (sceneManager) { |
| 287 | sceneManager->setParent(nullptr); |
| 288 | if (auto wa = sceneManager->wattached) |
| 289 | wa->queueForCleanup(manager: sceneManager); |
| 290 | } |
| 291 | |
| 292 | delete m_sceneRoot; |
| 293 | m_sceneRoot = nullptr; |
| 294 | |
| 295 | delete m_builtInEnvironment; |
| 296 | |
| 297 | // m_renderStats is tightly coupled with the render thread, so can't delete while we |
| 298 | // might still be rendering. |
| 299 | m_renderStats->deleteLater(); |
| 300 | |
| 301 | if (!window() && sceneManager && sceneManager->wattached) |
| 302 | QMetaObject::invokeMethod(object: sceneManager->wattached, function: &QQuick3DWindowAttachment::evaluateEol, type: Qt::QueuedConnection); |
| 303 | } |
| 304 | |
| 305 | static void ssgn_append(QQmlListProperty<QObject> *property, QObject *obj) |
| 306 | { |
| 307 | if (!obj) |
| 308 | return; |
| 309 | QQuick3DViewport *view3d = static_cast<QQuick3DViewport *>(property->object); |
| 310 | |
| 311 | if (QQuick3DObject *sceneObject = qmlobject_cast<QQuick3DObject *>(object: obj)) { |
| 312 | QQmlListProperty<QObject> itemProperty = QQuick3DObjectPrivate::get(item: view3d->scene())->data(); |
| 313 | itemProperty.append(&itemProperty, sceneObject); |
| 314 | } else { |
| 315 | QQuickItemPrivate::data_append(property, obj); |
| 316 | } |
| 317 | } |
| 318 | |
| 319 | static qsizetype ssgn_count(QQmlListProperty<QObject> *property) |
| 320 | { |
| 321 | QQuick3DViewport *view3d = static_cast<QQuick3DViewport *>(property->object); |
| 322 | if (!view3d || !view3d->scene() || !QQuick3DObjectPrivate::get(item: view3d->scene())->data().count) |
| 323 | return 0; |
| 324 | QQmlListProperty<QObject> itemProperty = QQuick3DObjectPrivate::get(item: view3d->scene())->data(); |
| 325 | return itemProperty.count(&itemProperty); |
| 326 | } |
| 327 | |
| 328 | static QObject *ssgn_at(QQmlListProperty<QObject> *property, qsizetype i) |
| 329 | { |
| 330 | QQuick3DViewport *view3d = static_cast<QQuick3DViewport *>(property->object); |
| 331 | QQmlListProperty<QObject> itemProperty = QQuick3DObjectPrivate::get(item: view3d->scene())->data(); |
| 332 | return itemProperty.at(&itemProperty, i); |
| 333 | } |
| 334 | |
| 335 | static void ssgn_clear(QQmlListProperty<QObject> *property) |
| 336 | { |
| 337 | QQuick3DViewport *view3d = static_cast<QQuick3DViewport *>(property->object); |
| 338 | QQmlListProperty<QObject> itemProperty = QQuick3DObjectPrivate::get(item: view3d->scene())->data(); |
| 339 | return itemProperty.clear(&itemProperty); |
| 340 | } |
| 341 | |
| 342 | |
| 343 | QQmlListProperty<QObject> QQuick3DViewport::data() |
| 344 | { |
| 345 | return QQmlListProperty<QObject>(this, |
| 346 | nullptr, |
| 347 | ssgn_append, |
| 348 | ssgn_count, |
| 349 | ssgn_at, |
| 350 | ssgn_clear); |
| 351 | } |
| 352 | |
| 353 | /*! |
| 354 | \qmlproperty QtQuick3D::Camera QtQuick3D::View3D::camera |
| 355 | |
| 356 | This property specifies which \l Camera is used to render the scene. If this |
| 357 | property is not set, then the first enabled camera in the scene will be used. |
| 358 | |
| 359 | \note If this property contains a camera that's not \l {Node::visible}{visible} then |
| 360 | no further attempts to find a camera will be done. |
| 361 | |
| 362 | \sa PerspectiveCamera, OrthographicCamera, FrustumCamera, CustomCamera |
| 363 | */ |
| 364 | QQuick3DCamera *QQuick3DViewport::camera() const |
| 365 | { |
| 366 | return m_camera; |
| 367 | } |
| 368 | |
| 369 | /*! |
| 370 | \qmlproperty QtQuick3D::SceneEnvironment QtQuick3D::View3D::environment |
| 371 | |
| 372 | This property specifies the SceneEnvironment used to render the scene. |
| 373 | |
| 374 | \note Setting this property to \c null will reset the SceneEnvironment to the default. |
| 375 | |
| 376 | \sa SceneEnvironment |
| 377 | */ |
| 378 | QQuick3DSceneEnvironment *QQuick3DViewport::environment() const |
| 379 | { |
| 380 | if (!m_environment) { |
| 381 | if (!m_builtInEnvironment) { |
| 382 | m_builtInEnvironment = new QQuick3DSceneEnvironment; |
| 383 | // Check that we are on the "correct" thread, and move the environment to the |
| 384 | // correct thread if not. This can happen when environment() is called from the |
| 385 | // sync and no scene environment has been set. |
| 386 | if (QThread::currentThread() != m_sceneRoot->thread()) |
| 387 | m_builtInEnvironment->moveToThread(thread: m_sceneRoot->thread()); |
| 388 | m_builtInEnvironment->setParentItem(m_sceneRoot); |
| 389 | } |
| 390 | |
| 391 | return m_builtInEnvironment; |
| 392 | } |
| 393 | |
| 394 | return m_environment; |
| 395 | } |
| 396 | |
| 397 | /*! |
| 398 | \qmlproperty QtQuick3D::Node QtQuick3D::View3D::scene |
| 399 | \readonly |
| 400 | |
| 401 | Returns the root \l Node of the View3D's scene. |
| 402 | |
| 403 | To define the 3D scene that is visualized in the View3D: |
| 404 | |
| 405 | \list |
| 406 | \li Define a hierarchy of \l{Node}{Node-based} items as children of |
| 407 | the View3D directly, then this will become the implicit \l scene of the |
| 408 | View3D. |
| 409 | \li Reference an existing scene by using the \l importScene property and |
| 410 | set it to the root \l Node of the scene you want to visualize. This |
| 411 | \l Node does not have to be an ancestor of the View3D, and you can have |
| 412 | multiple View3Ds that import the same scene. |
| 413 | \endlist |
| 414 | |
| 415 | \sa importScene |
| 416 | */ |
| 417 | QQuick3DNode *QQuick3DViewport::scene() const |
| 418 | { |
| 419 | return m_sceneRoot; |
| 420 | } |
| 421 | |
| 422 | /*! |
| 423 | \qmlproperty QtQuick3D::Node QtQuick3D::View3D::importScene |
| 424 | |
| 425 | This property defines the reference node of the scene to render to the |
| 426 | viewport. The node does not have to be a child of the View3D. This |
| 427 | referenced node becomes a sibling with child nodes of View3D, if there are |
| 428 | any. |
| 429 | |
| 430 | \note This property can only be set once, and subsequent changes will have |
| 431 | no effect. |
| 432 | |
| 433 | You can also define a hierarchy of \l{Node}{Node-based} items as children of |
| 434 | the View3D directly, then this will become the implicit scene of the |
| 435 | View3D. |
| 436 | |
| 437 | To return the current scene of the View3D, use the \l scene property. |
| 438 | |
| 439 | \sa Node |
| 440 | */ |
| 441 | QQuick3DNode *QQuick3DViewport::importScene() const |
| 442 | { |
| 443 | return m_importScene; |
| 444 | } |
| 445 | |
| 446 | /*! |
| 447 | \qmlproperty enumeration QtQuick3D::View3D::renderMode |
| 448 | |
| 449 | This property determines how the View3D is combined with the other parts of the |
| 450 | Qt Quick scene. |
| 451 | |
| 452 | By default, the scene will be rendered into an off-screen buffer as an intermediate |
| 453 | step. This off-screen buffer is then rendered into the window (or render target) like any |
| 454 | other Qt Quick \l Item. |
| 455 | |
| 456 | For most users, there will be no need to change the render mode, and this property can |
| 457 | safely be ignored. But on some graphics hardware, the use of an off-screen buffer can be |
| 458 | a performance bottleneck. If this is the case, it might be worth experimenting with other |
| 459 | modes. |
| 460 | |
| 461 | \value View3D.Offscreen The scene is rendered into an off-screen buffer as an intermediate |
| 462 | step. This off-screen buffer is then composited with the rest of the Qt Quick scene. |
| 463 | |
| 464 | \value View3D.Underlay The scene is rendered directly to the window before the rest of |
| 465 | the Qt Quick scene is rendered. With this mode, the View3D cannot be placed on top of |
| 466 | other Qt Quick items. |
| 467 | |
| 468 | \value View3D.Overlay The scene is rendered directly to the window after Qt Quick is |
| 469 | rendered. With this mode, the View3D will always be on top of other Qt Quick items. |
| 470 | |
| 471 | \value View3D.Inline The View3D's scene graph is embedded into the main scene graph, |
| 472 | and the same ordering semantics are applied as to any other Qt Quick \l Item. As this |
| 473 | mode can lead to subtle issues, depending on the contents of the scene, due to |
| 474 | injecting depth-based 3D content into a 2D scene graph, it is not recommended to be |
| 475 | used, unless a specific need arises. |
| 476 | |
| 477 | The default is \c{View3D.Offscreen}. |
| 478 | |
| 479 | \note When changing the render mode, it is important to note that \c{View3D.Offscreen} (the |
| 480 | default) is the only mode which guarantees perfect graphics fidelity. The other modes |
| 481 | all have limitations that can cause visual glitches, so it is important to check that |
| 482 | the visual output still looks correct when changing this property. |
| 483 | |
| 484 | \note When using the Underlay, Overlay, or Inline modes, it can be useful, and in some |
| 485 | cases, required, to disable the Qt Quick scene graph's depth buffer writes via |
| 486 | QQuickGraphicsConfiguration::setDepthBufferFor2D() before showing the QQuickWindow or |
| 487 | QQuickView hosting the View3D item. |
| 488 | */ |
| 489 | QQuick3DViewport::RenderMode QQuick3DViewport::renderMode() const |
| 490 | { |
| 491 | return m_renderMode; |
| 492 | } |
| 493 | |
| 494 | /*! |
| 495 | \qmlproperty enumeration QtQuick3D::View3D::renderFormat |
| 496 | \since 6.4 |
| 497 | |
| 498 | This property determines the backing texture's format. Applicable only when |
| 499 | the View3D is rendering to a texture, for example because the \l renderMode |
| 500 | is \c{View3D.Offscreen}. |
| 501 | |
| 502 | The default is \c{ShaderEffectSource.RGBA8}. |
| 503 | |
| 504 | If the format is not supported by the underlying graphics driver at run |
| 505 | time, RGBA8 is used. |
| 506 | |
| 507 | \list |
| 508 | \li ShaderEffectSource.RGBA8 |
| 509 | \li ShaderEffectSource.RGBA16F |
| 510 | \li ShaderEffectSource.RGBA32F |
| 511 | \endlist |
| 512 | |
| 513 | \sa QtQuick::ShaderEffectSource::format, QtQuick::Item::layer.format |
| 514 | */ |
| 515 | #if QT_CONFIG(quick_shadereffect) |
| 516 | QQuickShaderEffectSource::Format QQuick3DViewport::renderFormat() const |
| 517 | { |
| 518 | return m_renderFormat; |
| 519 | } |
| 520 | #endif |
| 521 | |
| 522 | /*! |
| 523 | \qmlproperty QtQuick3D::RenderStats QtQuick3D::View3D::renderStats |
| 524 | \readonly |
| 525 | |
| 526 | This property provides statistics about the rendering of a frame, such as |
| 527 | \l {RenderStats::fps}{fps}, \l {RenderStats::frameTime}{frameTime}, |
| 528 | \l {RenderStats::renderTime}{renderTime}, \l {RenderStats::syncTime}{syncTime}, |
| 529 | and \l {RenderStats::maxFrameTime}{maxFrameTime}. |
| 530 | */ |
| 531 | QQuick3DRenderStats *QQuick3DViewport::renderStats() const |
| 532 | { |
| 533 | return m_renderStats; |
| 534 | } |
| 535 | |
| 536 | QQuick3DSceneRenderer *QQuick3DViewport::createRenderer() const |
| 537 | { |
| 538 | QQuick3DSceneRenderer *renderer = nullptr; |
| 539 | |
| 540 | if (QQuickWindow *qw = window()) { |
| 541 | auto wa = QQuick3DSceneManager::getOrSetWindowAttachment(window&: *qw); |
| 542 | auto rci = wa->rci(); |
| 543 | if (!rci) { |
| 544 | QSGRendererInterface *rif = qw->rendererInterface(); |
| 545 | if (QSSG_GUARD(QSGRendererInterface::isApiRhiBased(rif->graphicsApi()))) { |
| 546 | QRhi *rhi = static_cast<QRhi *>(rif->getResource(window: qw, resource: QSGRendererInterface::RhiResource)); |
| 547 | QSSG_CHECK_X(rhi != nullptr, "No QRhi from QQuickWindow, this cannot happen" ); |
| 548 | // The RenderContextInterface, and the objects owned by it (such |
| 549 | // as, the BufferManager) are always per-QQuickWindow, and so per |
| 550 | // scenegraph render thread. Hence the association with window. |
| 551 | // Multiple View3Ds in the same window can use the same rendering |
| 552 | // infrastructure (so e.g. the same QSSGBufferManager), but two |
| 553 | // View3D objects in different windows must not, except for certain |
| 554 | // components that do not work with and own native graphics |
| 555 | // resources (most notably, QSSGShaderLibraryManager - but this |
| 556 | // distinction is handled internally by QSSGRenderContextInterface). |
| 557 | rci = std::make_shared<QSSGRenderContextInterface>(args&: rhi); |
| 558 | wa->setRci(rci); |
| 559 | |
| 560 | // Use DirectConnection to stay on the render thread, if there is one. |
| 561 | connect(sender: wa, signal: &QQuick3DWindowAttachment::releaseCachedResources, context: this, |
| 562 | slot: &QQuick3DViewport::onReleaseCachedResources, type: Qt::DirectConnection); |
| 563 | |
| 564 | } else { |
| 565 | qWarning(msg: "The Qt Quick scene is using a rendering method that is not based on QRhi and a 3D graphics API. " |
| 566 | "Qt Quick 3D is not functional in such an environment. The View3D item is not going to display anything." ); |
| 567 | } |
| 568 | } |
| 569 | |
| 570 | if (rci) |
| 571 | renderer = new QQuick3DSceneRenderer(rci); |
| 572 | } |
| 573 | |
| 574 | return renderer; |
| 575 | } |
| 576 | |
| 577 | bool QQuick3DViewport::isTextureProvider() const |
| 578 | { |
| 579 | // We can only be a texture provider if we are rendering to a texture first |
| 580 | if (m_renderMode == QQuick3DViewport::Offscreen) |
| 581 | return true; |
| 582 | |
| 583 | return false; |
| 584 | } |
| 585 | |
| 586 | QSGTextureProvider *QQuick3DViewport::textureProvider() const |
| 587 | { |
| 588 | // When Item::layer::enabled == true, QQuickItem will be a texture |
| 589 | // provider. In this case we should prefer to return the layer rather |
| 590 | // than the fbo texture. |
| 591 | if (QQuickItem::isTextureProvider()) |
| 592 | return QQuickItem::textureProvider(); |
| 593 | |
| 594 | // We can only be a texture provider if we are rendering to a texture first |
| 595 | if (m_renderMode != QQuick3DViewport::Offscreen) |
| 596 | return nullptr; |
| 597 | |
| 598 | QQuickWindow *w = window(); |
| 599 | if (!w) { |
| 600 | qWarning(msg: "QSSGView3D::textureProvider: can only be queried on the rendering thread of an exposed window" ); |
| 601 | return nullptr; |
| 602 | } |
| 603 | |
| 604 | if (!m_node) |
| 605 | m_node = new SGFramebufferObjectNode; |
| 606 | return m_node; |
| 607 | } |
| 608 | |
| 609 | class CleanupJob : public QRunnable |
| 610 | { |
| 611 | public: |
| 612 | CleanupJob(QQuick3DSGDirectRenderer *renderer) : m_renderer(renderer) { } |
| 613 | void run() override { delete m_renderer; } |
| 614 | private: |
| 615 | QQuick3DSGDirectRenderer *m_renderer; |
| 616 | }; |
| 617 | |
| 618 | void QQuick3DViewport::releaseResources() |
| 619 | { |
| 620 | if (m_directRenderer) { |
| 621 | window()->scheduleRenderJob(job: new CleanupJob(m_directRenderer), schedule: QQuickWindow::BeforeSynchronizingStage); |
| 622 | m_directRenderer = nullptr; |
| 623 | } |
| 624 | |
| 625 | m_node = nullptr; |
| 626 | } |
| 627 | |
| 628 | void QQuick3DViewport::cleanupDirectRenderer() |
| 629 | { |
| 630 | delete m_directRenderer; |
| 631 | m_directRenderer = nullptr; |
| 632 | } |
| 633 | |
| 634 | void QQuick3DViewport::geometryChange(const QRectF &newGeometry, const QRectF &oldGeometry) |
| 635 | { |
| 636 | QQuickItem::geometryChange(newGeometry, oldGeometry); |
| 637 | |
| 638 | if (newGeometry.size() != oldGeometry.size()) |
| 639 | update(); |
| 640 | } |
| 641 | |
| 642 | QSGNode *QQuick3DViewport::updatePaintNode(QSGNode *node, QQuickItem::UpdatePaintNodeData *) |
| 643 | { |
| 644 | // When changing render modes |
| 645 | if (m_renderModeDirty) { |
| 646 | if (node) { |
| 647 | delete node; |
| 648 | node = nullptr; |
| 649 | m_node = nullptr; |
| 650 | m_renderNode = nullptr; |
| 651 | } |
| 652 | if (m_directRenderer) { |
| 653 | delete m_directRenderer; |
| 654 | m_directRenderer = nullptr; |
| 655 | } |
| 656 | } |
| 657 | |
| 658 | m_renderModeDirty = false; |
| 659 | |
| 660 | switch (m_renderMode) { |
| 661 | // Direct rendering |
| 662 | case Underlay: |
| 663 | Q_FALLTHROUGH(); |
| 664 | case Overlay: |
| 665 | setupDirectRenderer(m_renderMode); |
| 666 | node = nullptr; |
| 667 | break; |
| 668 | case Offscreen: |
| 669 | node = setupOffscreenRenderer(node); |
| 670 | break; |
| 671 | case Inline: |
| 672 | // QSGRenderNode-based rendering |
| 673 | node = setupInlineRenderer(node); |
| 674 | break; |
| 675 | } |
| 676 | |
| 677 | if (!isforceInputHandlingSet()) { |
| 678 | // Implicitly enable internal input processing if any item2ds are present. |
| 679 | const auto inputHandlingEnabled = |
| 680 | QQuick3DObjectPrivate::get(item: m_sceneRoot)->sceneManager->inputHandlingEnabled; |
| 681 | const auto enable = inputHandlingEnabled > 0; |
| 682 | if (m_enableInputProcessing != enable) { |
| 683 | m_enableInputProcessing = enable; |
| 684 | QMetaObject::invokeMethod(obj: this, member: "updateInputProcessing" , c: Qt::QueuedConnection); |
| 685 | } |
| 686 | } |
| 687 | |
| 688 | return node; |
| 689 | } |
| 690 | |
| 691 | void QQuick3DViewport::itemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value) |
| 692 | { |
| 693 | if (change == ItemSceneChange) { |
| 694 | if (value.window) { |
| 695 | // TODO: if we want to support multiple windows, there has to be a scene manager for |
| 696 | // every window. |
| 697 | QQuick3DObjectPrivate::get(item: m_sceneRoot)->sceneManager->setWindow(value.window); |
| 698 | if (m_importScene) |
| 699 | QQuick3DObjectPrivate::get(item: m_importScene)->sceneManager->setWindow(value.window); |
| 700 | m_renderStats->setWindow(value.window); |
| 701 | } |
| 702 | } else if (change == ItemVisibleHasChanged && isVisible()) { |
| 703 | update(); |
| 704 | } |
| 705 | } |
| 706 | |
| 707 | bool QQuick3DViewport::event(QEvent *event) |
| 708 | { |
| 709 | if (m_enableInputProcessing && event->isPointerEvent()) |
| 710 | return internalPick(event: static_cast<QPointerEvent *>(event)); |
| 711 | else |
| 712 | return QQuickItem::event(event); |
| 713 | } |
| 714 | |
| 715 | void QQuick3DViewport::componentComplete() |
| 716 | { |
| 717 | QQuickItem::componentComplete(); |
| 718 | Q_QUICK3D_PROFILE_REGISTER(this); |
| 719 | } |
| 720 | |
| 721 | void QQuick3DViewport::setCamera(QQuick3DCamera *camera) |
| 722 | { |
| 723 | if (m_camera == camera) |
| 724 | return; |
| 725 | |
| 726 | if (camera && !camera->parentItem()) |
| 727 | camera->setParentItem(m_sceneRoot); |
| 728 | if (camera) |
| 729 | camera->updateGlobalVariables(inViewport: QRect(0, 0, width(), height())); |
| 730 | |
| 731 | QQuick3DObjectPrivate::attachWatcherPriv(sceneContext: m_sceneRoot, callContext: this, setter: &QQuick3DViewport::setCamera, newO: camera, oldO: m_camera); |
| 732 | |
| 733 | m_camera = camera; |
| 734 | emit cameraChanged(); |
| 735 | update(); |
| 736 | } |
| 737 | |
| 738 | void QQuick3DViewport::setMultiViewCameras(QQuick3DCamera **firstCamera, int count) |
| 739 | { |
| 740 | m_multiViewCameras.clear(); |
| 741 | bool sendChangeSignal = false; |
| 742 | for (int i = 0; i < count; ++i) { |
| 743 | QQuick3DCamera *camera = *(firstCamera + i); |
| 744 | if (camera) { |
| 745 | if (!camera->parentItem()) |
| 746 | camera->setParentItem(m_sceneRoot); |
| 747 | camera->updateGlobalVariables(inViewport: QRect(0, 0, width(), height())); |
| 748 | } |
| 749 | if (i == 0) { |
| 750 | if (m_camera != camera) { |
| 751 | m_camera = camera; |
| 752 | sendChangeSignal = true; |
| 753 | } |
| 754 | } |
| 755 | |
| 756 | m_multiViewCameras.append(t: camera); |
| 757 | |
| 758 | // ### do we need attachWatcher stuff? the Xr-provided cameras cannot disappear, although the XrActor (the owner) might |
| 759 | } |
| 760 | |
| 761 | if (sendChangeSignal) |
| 762 | emit cameraChanged(); |
| 763 | |
| 764 | update(); |
| 765 | } |
| 766 | |
| 767 | void QQuick3DViewport::setEnvironment(QQuick3DSceneEnvironment *environment) |
| 768 | { |
| 769 | if (m_environment == environment) |
| 770 | return; |
| 771 | |
| 772 | m_environment = environment; |
| 773 | if (m_environment && !m_environment->parentItem()) |
| 774 | m_environment->setParentItem(m_sceneRoot); |
| 775 | |
| 776 | QQuick3DObjectPrivate::attachWatcherPriv(sceneContext: m_sceneRoot, callContext: this, setter: &QQuick3DViewport::setEnvironment, newO: environment, oldO: m_environment); |
| 777 | |
| 778 | emit environmentChanged(); |
| 779 | update(); |
| 780 | } |
| 781 | |
| 782 | void QQuick3DViewport::setImportScene(QQuick3DNode *inScene) |
| 783 | { |
| 784 | // ### We may need consider the case where there is |
| 785 | // already a scene tree here |
| 786 | // FIXME : Only the first importScene is an effective one |
| 787 | if (m_importScene) |
| 788 | return; |
| 789 | |
| 790 | // FIXME : Check self-import or cross-import |
| 791 | // Currently it does not work since importScene qml parsed in a reverse order. |
| 792 | QQuick3DNode *scene = inScene; |
| 793 | while (scene) { |
| 794 | if (m_sceneRoot == scene) { |
| 795 | qmlWarning(me: this) << "Cannot allow self-import or cross-import!" ; |
| 796 | return; |
| 797 | } |
| 798 | |
| 799 | QQuick3DSceneRootNode *rn = qobject_cast<QQuick3DSceneRootNode *>(object: scene); |
| 800 | scene = rn ? rn->view3D()->importScene() : nullptr; |
| 801 | } |
| 802 | |
| 803 | m_importScene = inScene; |
| 804 | if (m_importScene) { |
| 805 | auto privateObject = QQuick3DObjectPrivate::get(item: m_importScene); |
| 806 | if (!privateObject->sceneManager) { |
| 807 | // If object doesn't already have scene manager, check from its children |
| 808 | QQuick3DSceneManager *manager = findChildSceneManager(inObject: m_importScene); |
| 809 | // If still not found, use the one from the scene root (scenes defined outside of an view3d) |
| 810 | if (!manager) |
| 811 | manager = QQuick3DObjectPrivate::get(item: m_sceneRoot)->sceneManager; |
| 812 | if (manager) { |
| 813 | manager->setWindow(window()); |
| 814 | privateObject->refSceneManager(*manager); |
| 815 | } |
| 816 | // At this point some manager will exist |
| 817 | Q_ASSERT(privateObject->sceneManager); |
| 818 | } |
| 819 | |
| 820 | connect(sender: privateObject->sceneManager, signal: &QQuick3DSceneManager::needsUpdate, |
| 821 | context: this, slot: &QQuickItem::update); |
| 822 | |
| 823 | QQuick3DNode *scene = inScene; |
| 824 | while (scene) { |
| 825 | QQuick3DSceneRootNode *rn = qobject_cast<QQuick3DSceneRootNode *>(object: scene); |
| 826 | scene = rn ? rn->view3D()->importScene() : nullptr; |
| 827 | |
| 828 | if (scene) { |
| 829 | connect(sender: QQuick3DObjectPrivate::get(item: scene)->sceneManager, |
| 830 | signal: &QQuick3DSceneManager::needsUpdate, |
| 831 | context: this, slot: &QQuickItem::update); |
| 832 | } |
| 833 | } |
| 834 | } |
| 835 | |
| 836 | emit importSceneChanged(); |
| 837 | update(); |
| 838 | } |
| 839 | |
| 840 | void QQuick3DViewport::setRenderMode(QQuick3DViewport::RenderMode renderMode) |
| 841 | { |
| 842 | if (m_renderMode == renderMode) |
| 843 | return; |
| 844 | |
| 845 | m_renderMode = renderMode; |
| 846 | m_renderModeDirty = true; |
| 847 | emit renderModeChanged(); |
| 848 | update(); |
| 849 | } |
| 850 | |
| 851 | #if QT_CONFIG(quick_shadereffect) |
| 852 | void QQuick3DViewport::setRenderFormat(QQuickShaderEffectSource::Format format) |
| 853 | { |
| 854 | if (m_renderFormat == format) |
| 855 | return; |
| 856 | |
| 857 | m_renderFormat = format; |
| 858 | m_renderModeDirty = true; |
| 859 | emit renderFormatChanged(); |
| 860 | update(); |
| 861 | } |
| 862 | #endif |
| 863 | |
| 864 | /*! |
| 865 | \qmlproperty int QtQuick3D::View3D::explicitTextureWidth |
| 866 | \since 6.7 |
| 867 | |
| 868 | The width, in pixels, of the item's associated texture. Relevant when a |
| 869 | fixed texture size is desired that does not depend on the item's size. This |
| 870 | size has no effect on the geometry of the item (its size and placement |
| 871 | within the scene), which means the texture's content will appear scaled up |
| 872 | or down (and possibly stretched) onto the item's area. |
| 873 | |
| 874 | By default the value is \c 0. A value of 0 means that texture's size |
| 875 | follows the item's size. (\c{texture size in pixels} = \c{item's logical |
| 876 | size} * \c{device pixel ratio}). |
| 877 | |
| 878 | \note This property is relevant only when \l renderMode is set to \c |
| 879 | Offscreen. Its value is ignored otherwise. |
| 880 | |
| 881 | \sa explicitTextureHeight, effectiveTextureSize, DebugView |
| 882 | */ |
| 883 | int QQuick3DViewport::explicitTextureWidth() const |
| 884 | { |
| 885 | return m_explicitTextureWidth; |
| 886 | } |
| 887 | |
| 888 | void QQuick3DViewport::setExplicitTextureWidth(int width) |
| 889 | { |
| 890 | if (m_explicitTextureWidth == width) |
| 891 | return; |
| 892 | |
| 893 | m_explicitTextureWidth = width; |
| 894 | emit explicitTextureWidthChanged(); |
| 895 | update(); |
| 896 | } |
| 897 | |
| 898 | /*! |
| 899 | \qmlproperty int QtQuick3D::View3D::explicitTextureHeight |
| 900 | \since 6.7 |
| 901 | |
| 902 | The height, in pixels, of the item's associated texture. Relevant when a |
| 903 | fixed texture size is desired that does not depend on the item's size. This |
| 904 | size has no effect on the geometry of the item (its size and placement |
| 905 | within the scene), which means the texture's content will appear scaled up |
| 906 | or down (and possibly stretched) onto the item's area. |
| 907 | |
| 908 | By default the value is \c 0. A value of 0 means that texture's size |
| 909 | follows the item's size. (\c{texture size in pixels} = \c{item's logical |
| 910 | size} * \c{device pixel ratio}). |
| 911 | |
| 912 | \note This property is relevant only when \l renderMode is set to \c |
| 913 | Offscreen. Its value is ignored otherwise. |
| 914 | |
| 915 | \sa explicitTextureWidth, effectiveTextureSize, DebugView |
| 916 | */ |
| 917 | int QQuick3DViewport::explicitTextureHeight() const |
| 918 | { |
| 919 | return m_explicitTextureHeight; |
| 920 | } |
| 921 | |
| 922 | void QQuick3DViewport::setExplicitTextureHeight(int height) |
| 923 | { |
| 924 | if (m_explicitTextureHeight == height) |
| 925 | return; |
| 926 | |
| 927 | m_explicitTextureHeight = height; |
| 928 | emit explicitTextureHeightChanged(); |
| 929 | update(); |
| 930 | } |
| 931 | |
| 932 | /*! |
| 933 | \qmlproperty size QtQuick3D::View3D::effectiveTextureSize |
| 934 | \since 6.7 |
| 935 | |
| 936 | This property exposes the size, in pixels, of the underlying color (and |
| 937 | depth/stencil) buffers. It is provided for use on the GUI (main) thread, in |
| 938 | QML bindings or JavaScript. |
| 939 | |
| 940 | This is a read-only property. |
| 941 | |
| 942 | \note This property is relevant only when \l renderMode is set to |
| 943 | \c Offscreen. |
| 944 | |
| 945 | \sa explicitTextureWidth, explicitTextureHeight, DebugView |
| 946 | */ |
| 947 | QSize QQuick3DViewport::effectiveTextureSize() const |
| 948 | { |
| 949 | return m_effectiveTextureSize; |
| 950 | } |
| 951 | |
| 952 | |
| 953 | /*! |
| 954 | \qmlmethod vector3d View3D::mapFrom3DScene(vector3d scenePos) |
| 955 | |
| 956 | Transforms \a scenePos from scene space (3D) into view space (2D). |
| 957 | |
| 958 | The returned x- and y-values will be be in view coordinates, with the top-left |
| 959 | corner at [0, 0] and the bottom-right corner at [width, height]. The returned |
| 960 | z-value contains the distance from the near clip plane of the frustum (clipNear) to |
| 961 | \a scenePos in scene coordinates. If the distance is negative, that means the \a scenePos |
| 962 | is behind the active camera. If \a scenePos cannot be mapped to a position in the scene, |
| 963 | a position of [0, 0, 0] is returned. |
| 964 | |
| 965 | This function requires that \l camera is assigned to the view. |
| 966 | |
| 967 | \sa mapTo3DScene(), {Camera::mapToViewport()}{Camera.mapToViewport()} |
| 968 | */ |
| 969 | QVector3D QQuick3DViewport::mapFrom3DScene(const QVector3D &scenePos) const |
| 970 | { |
| 971 | if (!m_camera) { |
| 972 | qmlWarning(me: this) << "Cannot resolve view position without a camera assigned!" ; |
| 973 | return QVector3D(0, 0, 0); |
| 974 | } |
| 975 | |
| 976 | qreal _width = width(); |
| 977 | qreal _height = height(); |
| 978 | if (_width == 0 || _height == 0) |
| 979 | return QVector3D(0, 0, 0); |
| 980 | |
| 981 | const QVector3D normalizedPos = m_camera->mapToViewport(scenePos, width: _width, height: _height); |
| 982 | return normalizedPos * QVector3D(float(_width), float(_height), 1); |
| 983 | } |
| 984 | |
| 985 | /*! |
| 986 | \qmlmethod vector3d View3D::mapTo3DScene(vector3d viewPos) |
| 987 | |
| 988 | Transforms \a viewPos from view space (2D) into scene space (3D). |
| 989 | |
| 990 | The x- and y-values of \a viewPos should be in view coordinates, with the top-left |
| 991 | corner at [0, 0] and the bottom-right corner at [width, height]. The z-value is |
| 992 | interpreted as the distance from the near clip plane of the frustum (clipNear) in |
| 993 | scene coordinates. |
| 994 | |
| 995 | If \a viewPos cannot successfully be mapped to a position in the scene, a position of |
| 996 | [0, 0, 0] is returned. |
| 997 | |
| 998 | This function requires that a \l camera is assigned to the view. |
| 999 | |
| 1000 | \sa mapFrom3DScene(), {Camera::mapFromViewport}{Camera.mapFromViewport()} |
| 1001 | */ |
| 1002 | QVector3D QQuick3DViewport::mapTo3DScene(const QVector3D &viewPos) const |
| 1003 | { |
| 1004 | if (!m_camera) { |
| 1005 | qmlWarning(me: this) << "Cannot resolve scene position without a camera assigned!" ; |
| 1006 | return QVector3D(0, 0, 0); |
| 1007 | } |
| 1008 | |
| 1009 | qreal _width = width(); |
| 1010 | qreal _height = height(); |
| 1011 | if (_width == 0 || _height == 0) |
| 1012 | return QVector3D(0, 0, 0); |
| 1013 | |
| 1014 | const QVector3D normalizedPos = viewPos / QVector3D(float(_width), float(_height), 1); |
| 1015 | return m_camera->mapFromViewport(viewportPos: normalizedPos, width: _width, height: _height); |
| 1016 | } |
| 1017 | |
| 1018 | /*! |
| 1019 | \qmlmethod pickResult View3D::pick(float x, float y) |
| 1020 | |
| 1021 | This method will "shoot" a ray into the scene from view coordinates \a x and \a y |
| 1022 | and return information about the nearest intersection with an object in the scene. |
| 1023 | |
| 1024 | This can, for instance, be called with mouse coordinates to find the object under the mouse cursor. |
| 1025 | */ |
| 1026 | QQuick3DPickResult QQuick3DViewport::pick(float x, float y) const |
| 1027 | { |
| 1028 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1029 | if (!renderer) |
| 1030 | return QQuick3DPickResult(); |
| 1031 | |
| 1032 | const QPointF position(qreal(x) * window()->effectiveDevicePixelRatio() * m_widthMultiplier, |
| 1033 | qreal(y) * window()->effectiveDevicePixelRatio() * m_heightMultiplier); |
| 1034 | std::optional<QSSGRenderRay> rayResult = renderer->getRayFromViewportPos(pos: position); |
| 1035 | if (!rayResult.has_value()) |
| 1036 | return QQuick3DPickResult(); |
| 1037 | |
| 1038 | const auto resultList = renderer->syncPick(ray: rayResult.value()); |
| 1039 | return getNearestPickResult(pickResults: resultList); |
| 1040 | } |
| 1041 | |
| 1042 | /*! |
| 1043 | \qmlmethod pickResult View3D::pick(float x, float y, Model model) |
| 1044 | |
| 1045 | This method will "shoot" a ray into the scene from view coordinates \a x and \a y |
| 1046 | and return information about the intersection between the ray and the specified \a model. |
| 1047 | |
| 1048 | This can, for instance, be called with mouse coordinates to find the object under the mouse cursor. |
| 1049 | |
| 1050 | \since 6.8 |
| 1051 | */ |
| 1052 | QQuick3DPickResult QQuick3DViewport::pick(float x, float y, QQuick3DModel *model) const |
| 1053 | { |
| 1054 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1055 | if (!renderer) |
| 1056 | return QQuick3DPickResult(); |
| 1057 | |
| 1058 | const QPointF position(qreal(x) * window()->effectiveDevicePixelRatio(), |
| 1059 | qreal(y) * window()->effectiveDevicePixelRatio()); |
| 1060 | std::optional<QSSGRenderRay> rayResult = renderer->getRayFromViewportPos(pos: position); |
| 1061 | |
| 1062 | if (!rayResult.has_value()) |
| 1063 | return QQuick3DPickResult(); |
| 1064 | |
| 1065 | const auto renderNode = static_cast<QSSGRenderNode *>(QQuick3DObjectPrivate::get(item: model)->spatialNode); |
| 1066 | const auto resultList = renderer->syncPickOne(ray: rayResult.value(), node: renderNode); |
| 1067 | return getNearestPickResult(pickResults: resultList); |
| 1068 | } |
| 1069 | |
| 1070 | /*! |
| 1071 | \qmlmethod List<pickResult> View3D::pickSubset(float x, float y, list<Model> models) |
| 1072 | |
| 1073 | This method will "shoot" a ray into the scene from view coordinates \a x and \a y |
| 1074 | and return information about the intersections with the passed in list of \a models. |
| 1075 | This will only check against the list of models passed in. |
| 1076 | The returned list is sorted by distance from the camera with the nearest |
| 1077 | intersections appearing first and the furthest appearing last. |
| 1078 | |
| 1079 | This can, for instance, be called with mouse coordinates to find the object under the mouse cursor. |
| 1080 | |
| 1081 | Works with both property list<Model> and dynamic JavaScript arrays of models. |
| 1082 | |
| 1083 | \since 6.8 |
| 1084 | */ |
| 1085 | QList<QQuick3DPickResult> QQuick3DViewport::pickSubset(float x, float y, const QJSValue &models) const |
| 1086 | { |
| 1087 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1088 | if (!renderer) |
| 1089 | return {}; |
| 1090 | |
| 1091 | QVarLengthArray<QSSGRenderNode*> renderNodes; |
| 1092 | // Check for regular JavaScript array |
| 1093 | if (models.isArray()) { |
| 1094 | const auto length = models.property(QStringLiteral("length" )).toInt(); |
| 1095 | if (length == 0) |
| 1096 | return {}; |
| 1097 | |
| 1098 | for (int i = 0; i < length; ++i) { |
| 1099 | const auto isQObject = models.property(arrayIndex: i).isQObject(); |
| 1100 | if (!isQObject) { |
| 1101 | qmlWarning(me: this) << "Type provided for picking is not a QObject. Needs to be of type QQuick3DModel." ; |
| 1102 | continue; |
| 1103 | } |
| 1104 | const auto obj = models.property(arrayIndex: i).toQObject(); |
| 1105 | const auto model = qobject_cast<QQuick3DModel *>(object: obj); |
| 1106 | if (!model) { |
| 1107 | qmlWarning(me: this) << "Type " << obj->metaObject()->className() << " is not supported for picking. Needs to be of type QQuick3DModel." ; |
| 1108 | continue; |
| 1109 | } |
| 1110 | const auto priv = QQuick3DObjectPrivate::get(item: model); |
| 1111 | if (priv && priv->spatialNode) { |
| 1112 | renderNodes.push_back(t: static_cast<QSSGRenderNode*>(priv->spatialNode)); |
| 1113 | } |
| 1114 | } |
| 1115 | } else { |
| 1116 | // Check for property list<Model> |
| 1117 | const auto subsetVariant = models.toVariant(); |
| 1118 | if (!subsetVariant.isValid() || !subsetVariant.canConvert<QQmlListReference>()) |
| 1119 | return {}; |
| 1120 | |
| 1121 | const auto list = subsetVariant.value<QQmlListReference>(); |
| 1122 | |
| 1123 | // Only support array of models |
| 1124 | if (list.listElementType()->className() != QQuick3DModel::staticMetaObject.className()) { |
| 1125 | qmlWarning(me: this) << "Type " << list.listElementType()->className() << " is not supported for picking. Needs to be of type QQuick3DModel." ; |
| 1126 | return {}; |
| 1127 | } |
| 1128 | for (int i = 0; i < list.count(); ++i) { |
| 1129 | auto model = static_cast<QQuick3DModel *>(list.at(i)); |
| 1130 | if (!model) |
| 1131 | continue; |
| 1132 | auto priv = QQuick3DObjectPrivate::get(item: model); |
| 1133 | if (priv && priv->spatialNode) { |
| 1134 | renderNodes.push_back(t: static_cast<QSSGRenderNode*>(priv->spatialNode)); |
| 1135 | } |
| 1136 | } |
| 1137 | } |
| 1138 | |
| 1139 | if (renderNodes.empty()) |
| 1140 | return {}; |
| 1141 | |
| 1142 | const QPointF position(qreal(x) * window()->effectiveDevicePixelRatio(), |
| 1143 | qreal(y) * window()->effectiveDevicePixelRatio()); |
| 1144 | std::optional<QSSGRenderRay> rayResult = renderer->getRayFromViewportPos(pos: position); |
| 1145 | if (!rayResult.has_value()) |
| 1146 | return {}; |
| 1147 | |
| 1148 | const auto resultList = renderer->syncPickSubset(ray: rayResult.value(), subset: renderNodes); |
| 1149 | |
| 1150 | QList<QQuick3DPickResult> processedResultList; |
| 1151 | processedResultList.reserve(asize: resultList.size()); |
| 1152 | for (const auto &result : resultList) |
| 1153 | processedResultList.append(t: processPickResult(pickResult: result)); |
| 1154 | |
| 1155 | return processedResultList; |
| 1156 | } |
| 1157 | |
| 1158 | /*! |
| 1159 | \qmlmethod List<pickResult> View3D::pickAll(float x, float y) |
| 1160 | |
| 1161 | This method will "shoot" a ray into the scene from view coordinates \a x and \a y |
| 1162 | and return a list of information about intersections with objects in the scene. |
| 1163 | The returned list is sorted by distance from the camera with the nearest |
| 1164 | intersections appearing first and the furthest appearing last. |
| 1165 | |
| 1166 | This can, for instance, be called with mouse coordinates to find the object under the mouse cursor. |
| 1167 | |
| 1168 | \since 6.2 |
| 1169 | */ |
| 1170 | QList<QQuick3DPickResult> QQuick3DViewport::pickAll(float x, float y) const |
| 1171 | { |
| 1172 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1173 | if (!renderer) |
| 1174 | return QList<QQuick3DPickResult>(); |
| 1175 | |
| 1176 | const QPointF position(qreal(x) * window()->effectiveDevicePixelRatio() * m_widthMultiplier, |
| 1177 | qreal(y) * window()->effectiveDevicePixelRatio() * m_heightMultiplier); |
| 1178 | std::optional<QSSGRenderRay> rayResult = renderer->getRayFromViewportPos(pos: position); |
| 1179 | if (!rayResult.has_value()) |
| 1180 | return QList<QQuick3DPickResult>(); |
| 1181 | |
| 1182 | const auto resultList = renderer->syncPickAll(ray: rayResult.value()); |
| 1183 | QList<QQuick3DPickResult> processedResultList; |
| 1184 | processedResultList.reserve(asize: resultList.size()); |
| 1185 | for (const auto &result : resultList) |
| 1186 | processedResultList.append(t: processPickResult(pickResult: result)); |
| 1187 | |
| 1188 | return processedResultList; |
| 1189 | } |
| 1190 | |
| 1191 | /*! |
| 1192 | \qmlmethod pickResult View3D::rayPick(vector3d origin, vector3d direction) |
| 1193 | |
| 1194 | This method will "shoot" a ray into the scene starting at \a origin and in |
| 1195 | \a direction and return information about the nearest intersection with an |
| 1196 | object in the scene. |
| 1197 | |
| 1198 | This can, for instance, be called with the position and forward vector of |
| 1199 | any object in a scene to see what object is in front of an item. This |
| 1200 | makes it possible to do picking from any point in the scene. |
| 1201 | |
| 1202 | \since 6.2 |
| 1203 | */ |
| 1204 | QQuick3DPickResult QQuick3DViewport::rayPick(const QVector3D &origin, const QVector3D &direction) const |
| 1205 | { |
| 1206 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1207 | if (!renderer) |
| 1208 | return QQuick3DPickResult(); |
| 1209 | |
| 1210 | const QSSGRenderRay ray(origin, direction); |
| 1211 | const auto resultList = renderer->syncPick(ray); |
| 1212 | return getNearestPickResult(pickResults: resultList); |
| 1213 | } |
| 1214 | |
| 1215 | /*! |
| 1216 | \qmlmethod List<pickResult> View3D::rayPickAll(vector3d origin, vector3d direction) |
| 1217 | |
| 1218 | This method will "shoot" a ray into the scene starting at \a origin and in |
| 1219 | \a direction and return a list of information about the nearest intersections with |
| 1220 | objects in the scene. |
| 1221 | The list is presorted by distance from the origin along the direction |
| 1222 | vector with the nearest intersections appearing first and the furthest |
| 1223 | appearing last. |
| 1224 | |
| 1225 | This can, for instance, be called with the position and forward vector of |
| 1226 | any object in a scene to see what objects are in front of an item. This |
| 1227 | makes it possible to do picking from any point in the scene. |
| 1228 | |
| 1229 | \since 6.2 |
| 1230 | */ |
| 1231 | QList<QQuick3DPickResult> QQuick3DViewport::rayPickAll(const QVector3D &origin, const QVector3D &direction) const |
| 1232 | { |
| 1233 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1234 | if (!renderer) |
| 1235 | return QList<QQuick3DPickResult>(); |
| 1236 | |
| 1237 | const QSSGRenderRay ray(origin, direction); |
| 1238 | |
| 1239 | const auto resultList = renderer->syncPickAll(ray); |
| 1240 | QList<QQuick3DPickResult> processedResultList; |
| 1241 | processedResultList.reserve(asize: resultList.size()); |
| 1242 | for (const auto &result : resultList) { |
| 1243 | auto processedResult = processPickResult(pickResult: result); |
| 1244 | if (processedResult.hitType() != QQuick3DPickResultEnums::HitType::Null) |
| 1245 | processedResultList.append(t: processedResult); |
| 1246 | } |
| 1247 | |
| 1248 | return processedResultList; |
| 1249 | } |
| 1250 | |
| 1251 | void QQuick3DViewport::processPointerEventFromRay(const QVector3D &origin, const QVector3D &direction, QPointerEvent *event) const |
| 1252 | { |
| 1253 | internalPick(event, origin, direction); |
| 1254 | } |
| 1255 | |
| 1256 | // Note: we have enough information to implement Capability::Hover and Capability::ZPosition, |
| 1257 | // but those properties are not currently available in QTouchEvent/QEventPoint |
| 1258 | |
| 1259 | namespace { |
| 1260 | class SyntheticTouchDevice : public QPointingDevice |
| 1261 | { |
| 1262 | public: |
| 1263 | SyntheticTouchDevice(QObject *parent = nullptr) |
| 1264 | : QPointingDevice(QLatin1StringView("QtQuick3D Touch Synthesizer" ), |
| 1265 | 0, |
| 1266 | DeviceType::TouchScreen, |
| 1267 | PointerType::Finger, |
| 1268 | Capability::Position, |
| 1269 | 10, 0, |
| 1270 | QString(), QPointingDeviceUniqueId(), |
| 1271 | parent) |
| 1272 | { |
| 1273 | } |
| 1274 | }; |
| 1275 | } |
| 1276 | |
| 1277 | /*! |
| 1278 | \qmlmethod View3D::setTouchpoint(Item target, point position, int pointId, bool pressed) |
| 1279 | |
| 1280 | Sends a synthetic touch event to \a target, moving the touch point with ID \a pointId to \a position, |
| 1281 | with \a pressed determining if the point is pressed. |
| 1282 | Also sends the appropriate touch release event if \a pointId was previously active on a different |
| 1283 | item. |
| 1284 | |
| 1285 | \since 6.8 |
| 1286 | */ |
| 1287 | |
| 1288 | void QQuick3DViewport::setTouchpoint(QQuickItem *target, const QPointF &position, int pointId, bool pressed) |
| 1289 | { |
| 1290 | if (pointId >= m_touchState.size()) |
| 1291 | m_touchState.resize(sz: pointId + 1); |
| 1292 | auto prevState = m_touchState[pointId]; |
| 1293 | |
| 1294 | const bool sameTarget = prevState.target == target; |
| 1295 | const bool wasPressed = prevState.isPressed; |
| 1296 | |
| 1297 | const bool isPress = pressed && (!sameTarget || !wasPressed); |
| 1298 | const bool isRelease = !pressed && wasPressed && sameTarget; |
| 1299 | |
| 1300 | // Hover if we're not active, and we weren't previously active. |
| 1301 | // We assume that we always get a non-active for a target when we release. |
| 1302 | // This function sends a release events if the target is changed. |
| 1303 | if (!sameTarget && wasPressed) |
| 1304 | qWarning(msg: "QQuick3DViewport::setTouchpoint missing release event" ); |
| 1305 | |
| 1306 | if (!pressed && !wasPressed) { |
| 1307 | // This would be a hover event: skipping |
| 1308 | return; |
| 1309 | } |
| 1310 | |
| 1311 | m_touchState[pointId] = { .target: target, .position: position, .isPressed: pressed }; |
| 1312 | |
| 1313 | if (!m_syntheticTouchDevice) |
| 1314 | m_syntheticTouchDevice = new SyntheticTouchDevice(this); |
| 1315 | |
| 1316 | QPointingDevicePrivate *devPriv = QPointingDevicePrivate::get(q: m_syntheticTouchDevice); |
| 1317 | |
| 1318 | auto makePoint = [devPriv](int id, QEventPoint::State pointState, QPointF pos) -> QEventPoint { |
| 1319 | auto epd = devPriv->pointById(id); |
| 1320 | auto &ep = epd->eventPoint; |
| 1321 | if (pointState != QEventPoint::State::Stationary) |
| 1322 | ep.setAccepted(false); |
| 1323 | |
| 1324 | auto res = QMutableEventPoint::withTimeStamp(timestamp: 0, pointId: id, state: pointState, position: pos, scenePosition: pos, globalPosition: pos); |
| 1325 | QMutableEventPoint::update(from: res, to&: ep); |
| 1326 | return res; |
| 1327 | }; |
| 1328 | |
| 1329 | auto sendTouchEvent = [&](QQuickItem *t, const QPointF &position, int pointId, QEventPoint::State pointState) -> void { |
| 1330 | QList<QEventPoint> points; |
| 1331 | bool otherPoint = false; // Does the event have another point already? |
| 1332 | for (int i = 0; i < m_touchState.size(); ++i) { |
| 1333 | const auto &ts = m_touchState[i]; |
| 1334 | if (ts.target != t) |
| 1335 | continue; |
| 1336 | if (i == pointId) { |
| 1337 | auto newPoint = makePoint(i, pointState, position); |
| 1338 | points << newPoint; |
| 1339 | } else if (ts.isPressed) { |
| 1340 | otherPoint = true; |
| 1341 | points << makePoint(i, QEventPoint::Stationary, ts.position); |
| 1342 | } |
| 1343 | } |
| 1344 | |
| 1345 | QEvent::Type type; |
| 1346 | if (pointState == QEventPoint::Pressed && !otherPoint) |
| 1347 | type = QEvent::Type::TouchBegin; |
| 1348 | else if (pointState == QEventPoint::Released && !otherPoint) |
| 1349 | type = QEvent::Type::TouchEnd; |
| 1350 | else |
| 1351 | type = QEvent::Type::TouchUpdate; |
| 1352 | |
| 1353 | QTouchEvent ev(type, m_syntheticTouchDevice, {}, points); |
| 1354 | |
| 1355 | if (t) { |
| 1356 | // Actually send event: |
| 1357 | auto da = QQuickItemPrivate::get(item: t)->deliveryAgent(); |
| 1358 | bool handled = da->event(ev: &ev); |
| 1359 | Q_UNUSED(handled); |
| 1360 | } |
| 1361 | |
| 1362 | // Duplicate logic from QQuickWindowPrivate::clearGrabbers |
| 1363 | if (ev.isEndEvent()) { |
| 1364 | for (auto &point : ev.points()) { |
| 1365 | if (point.state() == QEventPoint::State::Released) { |
| 1366 | ev.setExclusiveGrabber(point, exclusiveGrabber: nullptr); |
| 1367 | ev.clearPassiveGrabbers(point); |
| 1368 | } |
| 1369 | } |
| 1370 | } |
| 1371 | }; |
| 1372 | |
| 1373 | // Send a release event to the previous target |
| 1374 | if (prevState.target && !sameTarget) |
| 1375 | sendTouchEvent(prevState.target, prevState.position, pointId, QEventPoint::Released); |
| 1376 | |
| 1377 | // Now send an event for the new state |
| 1378 | QEventPoint::State newState = isPress ? QEventPoint::Pressed : isRelease ? QEventPoint::Released : QEventPoint::Updated; |
| 1379 | sendTouchEvent(target, position, pointId, newState); |
| 1380 | } |
| 1381 | |
| 1382 | QQuick3DLightmapBaker *QQuick3DViewport::maybeLightmapBaker() |
| 1383 | { |
| 1384 | return m_lightmapBaker; |
| 1385 | } |
| 1386 | |
| 1387 | QQuick3DLightmapBaker *QQuick3DViewport::lightmapBaker() |
| 1388 | { |
| 1389 | if (!m_lightmapBaker) |
| 1390 | m_lightmapBaker= new QQuick3DLightmapBaker(this); |
| 1391 | |
| 1392 | return m_lightmapBaker; |
| 1393 | } |
| 1394 | |
| 1395 | /*! |
| 1396 | \internal |
| 1397 | */ |
| 1398 | void QQuick3DViewport::bakeLightmap() |
| 1399 | { |
| 1400 | lightmapBaker()->bake(); |
| 1401 | } |
| 1402 | |
| 1403 | void QQuick3DViewport::setGlobalPickingEnabled(bool isEnabled) |
| 1404 | { |
| 1405 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1406 | if (!renderer) |
| 1407 | return; |
| 1408 | |
| 1409 | renderer->setGlobalPickingEnabled(isEnabled); |
| 1410 | } |
| 1411 | |
| 1412 | void QQuick3DViewport::invalidateSceneGraph() |
| 1413 | { |
| 1414 | m_node = nullptr; |
| 1415 | } |
| 1416 | |
| 1417 | QQuick3DSceneRenderer *QQuick3DViewport::getRenderer() const |
| 1418 | { |
| 1419 | QQuick3DSceneRenderer *renderer = nullptr; |
| 1420 | if (m_node) { |
| 1421 | renderer = m_node->renderer; |
| 1422 | } else if (m_renderNode) { |
| 1423 | renderer = m_renderNode->renderer; |
| 1424 | } else if (m_directRenderer) { |
| 1425 | renderer = m_directRenderer->renderer(); |
| 1426 | } |
| 1427 | return renderer; |
| 1428 | } |
| 1429 | |
| 1430 | void QQuick3DViewport::updateDynamicTextures() |
| 1431 | { |
| 1432 | // Update QSGDynamicTextures that are used for source textures and Quick items |
| 1433 | // Must be called on the render thread. |
| 1434 | |
| 1435 | const auto &sceneManager = QQuick3DObjectPrivate::get(item: m_sceneRoot)->sceneManager; |
| 1436 | for (auto *texture : std::as_const(t&: sceneManager->qsgDynamicTextures)) |
| 1437 | texture->updateTexture(); |
| 1438 | |
| 1439 | QQuick3DNode *scene = m_importScene; |
| 1440 | while (scene) { |
| 1441 | const auto &importSm = QQuick3DObjectPrivate::get(item: scene)->sceneManager; |
| 1442 | if (importSm != sceneManager) { |
| 1443 | for (auto *texture : std::as_const(t&: importSm->qsgDynamicTextures)) |
| 1444 | texture->updateTexture(); |
| 1445 | } |
| 1446 | |
| 1447 | // if importScene has another import |
| 1448 | QQuick3DSceneRootNode *rn = qobject_cast<QQuick3DSceneRootNode *>(object: scene); |
| 1449 | scene = rn ? rn->view3D()->importScene() : nullptr; |
| 1450 | } |
| 1451 | } |
| 1452 | |
| 1453 | QSGNode *QQuick3DViewport::setupOffscreenRenderer(QSGNode *node) |
| 1454 | { |
| 1455 | SGFramebufferObjectNode *n = static_cast<SGFramebufferObjectNode *>(node); |
| 1456 | |
| 1457 | if (!n) { |
| 1458 | if (!m_node) |
| 1459 | m_node = new SGFramebufferObjectNode; |
| 1460 | n = m_node; |
| 1461 | } |
| 1462 | |
| 1463 | if (!n->renderer) { |
| 1464 | n->window = window(); |
| 1465 | n->renderer = createRenderer(); |
| 1466 | if (!n->renderer) |
| 1467 | return nullptr; |
| 1468 | n->renderer->fboNode = n; |
| 1469 | n->quickFbo = this; |
| 1470 | connect(sender: window(), SIGNAL(screenChanged(QScreen*)), receiver: n, SLOT(handleScreenChange())); |
| 1471 | } |
| 1472 | |
| 1473 | const qreal dpr = window()->effectiveDevicePixelRatio(); |
| 1474 | const QSize minFboSize = QQuickItemPrivate::get(item: this)->sceneGraphContext()->minimumFBOSize(); |
| 1475 | QSize desiredFboSize = QSize(m_explicitTextureWidth, m_explicitTextureHeight); |
| 1476 | if (desiredFboSize.isEmpty()) { |
| 1477 | desiredFboSize = QSize(width(), height()) * dpr; |
| 1478 | n->devicePixelRatio = dpr; |
| 1479 | // 1:1 mapping between the backing texture and the on-screen quad |
| 1480 | m_widthMultiplier = 1.0f; |
| 1481 | m_heightMultiplier = 1.0f; |
| 1482 | } else { |
| 1483 | QSize itemPixelSize = QSize(width(), height()) * dpr; |
| 1484 | // not 1:1 maping between the backing texture and the on-screen quad |
| 1485 | m_widthMultiplier = desiredFboSize.width() / float(itemPixelSize.width()); |
| 1486 | m_heightMultiplier = desiredFboSize.height() / float(itemPixelSize.height()); |
| 1487 | n->devicePixelRatio = 1.0; |
| 1488 | } |
| 1489 | desiredFboSize.setWidth(qMax(a: minFboSize.width(), b: desiredFboSize.width())); |
| 1490 | desiredFboSize.setHeight(qMax(a: minFboSize.height(), b: desiredFboSize.height())); |
| 1491 | |
| 1492 | if (desiredFboSize != m_effectiveTextureSize) { |
| 1493 | m_effectiveTextureSize = desiredFboSize; |
| 1494 | emit effectiveTextureSizeChanged(); |
| 1495 | } |
| 1496 | |
| 1497 | n->setFiltering(smooth() ? QSGTexture::Linear : QSGTexture::Nearest); |
| 1498 | n->setRect(x: 0, y: 0, w: width(), h: height()); |
| 1499 | if (checkIsVisible() && isComponentComplete()) { |
| 1500 | n->renderer->synchronize(view3D: this, size: desiredFboSize, dpr: n->devicePixelRatio); |
| 1501 | if (n->renderer->m_textureNeedsFlip) |
| 1502 | n->setTextureCoordinatesTransform(QSGSimpleTextureNode::MirrorVertically); |
| 1503 | updateDynamicTextures(); |
| 1504 | n->scheduleRender(); |
| 1505 | } |
| 1506 | |
| 1507 | return n; |
| 1508 | } |
| 1509 | |
| 1510 | QSGNode *QQuick3DViewport::setupInlineRenderer(QSGNode *node) |
| 1511 | { |
| 1512 | QQuick3DSGRenderNode *n = static_cast<QQuick3DSGRenderNode *>(node); |
| 1513 | if (!n) { |
| 1514 | if (!m_renderNode) |
| 1515 | m_renderNode = new QQuick3DSGRenderNode; |
| 1516 | n = m_renderNode; |
| 1517 | } |
| 1518 | |
| 1519 | if (!n->renderer) { |
| 1520 | n->window = window(); |
| 1521 | n->renderer = createRenderer(); |
| 1522 | if (!n->renderer) |
| 1523 | return nullptr; |
| 1524 | } |
| 1525 | |
| 1526 | if (!m_effectiveTextureSize.isEmpty()) { |
| 1527 | m_effectiveTextureSize = QSize(); |
| 1528 | emit effectiveTextureSizeChanged(); |
| 1529 | } |
| 1530 | |
| 1531 | const QSize targetSize = window()->effectiveDevicePixelRatio() * QSize(width(), height()); |
| 1532 | |
| 1533 | // checkIsVisible, not isVisible, because, for example, a |
| 1534 | // { visible: false; layer.enabled: true } item still needs |
| 1535 | // to function normally. |
| 1536 | if (checkIsVisible() && isComponentComplete()) { |
| 1537 | n->renderer->synchronize(view3D: this, size: targetSize, dpr: window()->effectiveDevicePixelRatio()); |
| 1538 | updateDynamicTextures(); |
| 1539 | n->markDirty(bits: QSGNode::DirtyMaterial); |
| 1540 | } |
| 1541 | |
| 1542 | return n; |
| 1543 | } |
| 1544 | |
| 1545 | |
| 1546 | void QQuick3DViewport::setupDirectRenderer(RenderMode mode) |
| 1547 | { |
| 1548 | auto renderMode = (mode == Underlay) ? QQuick3DSGDirectRenderer::Underlay |
| 1549 | : QQuick3DSGDirectRenderer::Overlay; |
| 1550 | if (!m_directRenderer) { |
| 1551 | QQuick3DSceneRenderer *sceneRenderer = createRenderer(); |
| 1552 | if (!sceneRenderer) |
| 1553 | return; |
| 1554 | m_directRenderer = new QQuick3DSGDirectRenderer(sceneRenderer, window(), renderMode); |
| 1555 | connect(sender: window(), signal: &QQuickWindow::sceneGraphInvalidated, context: this, slot: &QQuick3DViewport::cleanupDirectRenderer, type: Qt::DirectConnection); |
| 1556 | } |
| 1557 | |
| 1558 | if (!m_effectiveTextureSize.isEmpty()) { |
| 1559 | m_effectiveTextureSize = QSize(); |
| 1560 | emit effectiveTextureSizeChanged(); |
| 1561 | } |
| 1562 | |
| 1563 | const QSizeF targetSize = window()->effectiveDevicePixelRatio() * QSizeF(width(), height()); |
| 1564 | m_directRenderer->setViewport(QRectF(window()->effectiveDevicePixelRatio() * mapToScene(point: QPointF(0, 0)), targetSize)); |
| 1565 | m_directRenderer->setVisibility(isVisible()); |
| 1566 | if (isVisible()) { |
| 1567 | m_directRenderer->preSynchronize(); |
| 1568 | m_directRenderer->renderer()->synchronize(view3D: this, size: targetSize.toSize(), dpr: window()->effectiveDevicePixelRatio()); |
| 1569 | updateDynamicTextures(); |
| 1570 | m_directRenderer->requestRender(); |
| 1571 | } |
| 1572 | } |
| 1573 | |
| 1574 | // This is used for offscreen mode since we need to check if |
| 1575 | // this item is used by an effect but hidden |
| 1576 | bool QQuick3DViewport::checkIsVisible() const |
| 1577 | { |
| 1578 | auto childPrivate = QQuickItemPrivate::get(item: this); |
| 1579 | return (childPrivate->explicitVisible || |
| 1580 | (childPrivate->extra.isAllocated() && childPrivate->extra->effectRefCount)); |
| 1581 | |
| 1582 | } |
| 1583 | |
| 1584 | /*! |
| 1585 | \internal |
| 1586 | |
| 1587 | This method processes a pickResult on an object with the objective of checking |
| 1588 | if there are any QQuickItem based subscenes that the QPointerEvent needs to be |
| 1589 | forwarded to (3D -> 2D). If such a subscene is found, the event will be mapped |
| 1590 | to the correct cordinate system, and added to the visitedSubscenes map for later |
| 1591 | event delivery. |
| 1592 | */ |
| 1593 | void QQuick3DViewport::processPickedObject(const QSSGRenderPickResult &pickResult, |
| 1594 | int pointIndex, |
| 1595 | QPointerEvent *event, |
| 1596 | QFlatMap<QQuickItem *, SubsceneInfo> &visitedSubscenes) const |
| 1597 | { |
| 1598 | QQuickItem *subsceneRootItem = nullptr; |
| 1599 | QPointF subscenePosition; |
| 1600 | const auto backendObject = pickResult.m_hitObject; |
| 1601 | const auto frontendObject = findFrontendNode(backendObject); |
| 1602 | if (!frontendObject) |
| 1603 | return; |
| 1604 | |
| 1605 | // Figure out if there are any QQuickItem based scenes we need to forward |
| 1606 | // the event to, and if the are found, determine how to translate the UV Coords |
| 1607 | // in the pickResult based on what type the object containing the scene is. |
| 1608 | auto frontendObjectPrivate = QQuick3DObjectPrivate::get(item: frontendObject); |
| 1609 | if (frontendObjectPrivate->type == QQuick3DObjectPrivate::Type::Item2D) { |
| 1610 | // Item2D, this is the case where there is just an embedded Qt Quick 2D Item |
| 1611 | // rendered directly to the scene. |
| 1612 | auto item2D = qobject_cast<QQuick3DItem2D *>(object: frontendObject); |
| 1613 | if (item2D) |
| 1614 | subsceneRootItem = item2D->contentItem(); |
| 1615 | if (!subsceneRootItem || subsceneRootItem->childItems().isEmpty()) |
| 1616 | return; // ignore empty 2D subscenes |
| 1617 | |
| 1618 | // In this case the "UV" coordinates are in pixels in the subscene root item's coordinate system. |
| 1619 | subscenePosition = pickResult.m_localUVCoords.toPointF(); |
| 1620 | |
| 1621 | // The following code will account for custom input masking, as well any |
| 1622 | // transformations that might have been applied to the Item |
| 1623 | if (!subsceneRootItem->childAt(x: subscenePosition.x(), y: subscenePosition.y())) |
| 1624 | return; |
| 1625 | } else if (frontendObjectPrivate->type == QQuick3DObjectPrivate::Type::Model) { |
| 1626 | // Model |
| 1627 | int materialSubset = pickResult.m_subset; |
| 1628 | const auto backendModel = static_cast<const QSSGRenderModel *>(backendObject); |
| 1629 | // Get material |
| 1630 | if (backendModel->materials.size() < (pickResult.m_subset + 1)) |
| 1631 | materialSubset = backendModel->materials.size() - 1; |
| 1632 | if (materialSubset < 0) |
| 1633 | return; |
| 1634 | const auto backendMaterial = backendModel->materials.at(i: materialSubset); |
| 1635 | const auto frontendMaterial = static_cast<QQuick3DMaterial*>(findFrontendNode(backendObject: backendMaterial)); |
| 1636 | subsceneRootItem = getSubSceneRootItem(material: frontendMaterial); |
| 1637 | |
| 1638 | if (subsceneRootItem) { |
| 1639 | // In this case the pick result really is using UV coordinates. |
| 1640 | subscenePosition = QPointF(subsceneRootItem->x() + pickResult.m_localUVCoords.x() * subsceneRootItem->width(), |
| 1641 | subsceneRootItem->y() - pickResult.m_localUVCoords.y() * subsceneRootItem->height() + subsceneRootItem->height()); |
| 1642 | } |
| 1643 | } |
| 1644 | |
| 1645 | // Add the new event (item and position) to the visitedSubscene map. |
| 1646 | if (subsceneRootItem) { |
| 1647 | SubsceneInfo &subscene = visitedSubscenes[subsceneRootItem]; // create if not found |
| 1648 | subscene.obj = frontendObject; |
| 1649 | if (subscene.eventPointScenePositions.size() != event->pointCount()) { |
| 1650 | // ensure capacity, and use an out-of-scene position rather than 0,0 by default |
| 1651 | constexpr QPointF inf(-qt_inf(), -qt_inf()); |
| 1652 | subscene.eventPointScenePositions.resize(sz: event->pointCount(), v: inf); |
| 1653 | } |
| 1654 | subscene.eventPointScenePositions[pointIndex] = subscenePosition; |
| 1655 | } |
| 1656 | } |
| 1657 | |
| 1658 | /*! |
| 1659 | \internal |
| 1660 | |
| 1661 | This method will try and find a QQuickItem based by looking for sourceItem() |
| 1662 | properties on the primary color channels for the various material types. |
| 1663 | |
| 1664 | \note for CustomMaterial there is just a best effort given where the first |
| 1665 | associated Texture with a sourceItem property is used. |
| 1666 | */ |
| 1667 | |
| 1668 | QQuickItem *QQuick3DViewport::getSubSceneRootItem(QQuick3DMaterial *material) const |
| 1669 | { |
| 1670 | if (!material) |
| 1671 | return nullptr; |
| 1672 | |
| 1673 | QQuickItem *subsceneRootItem = nullptr; |
| 1674 | const auto frontendMaterialPrivate = QQuick3DObjectPrivate::get(item: material); |
| 1675 | |
| 1676 | if (frontendMaterialPrivate->type == QQuick3DObjectPrivate::Type::DefaultMaterial) { |
| 1677 | // Default Material |
| 1678 | const auto defaultMaterial = qobject_cast<QQuick3DDefaultMaterial *>(object: material); |
| 1679 | if (defaultMaterial) { |
| 1680 | // Just check for a diffuseMap for now |
| 1681 | if (defaultMaterial->diffuseMap() && defaultMaterial->diffuseMap()->sourceItem()) |
| 1682 | subsceneRootItem = defaultMaterial->diffuseMap()->sourceItem(); |
| 1683 | } |
| 1684 | |
| 1685 | } else if (frontendMaterialPrivate->type == QQuick3DObjectPrivate::Type::PrincipledMaterial) { |
| 1686 | // Principled Material |
| 1687 | const auto principledMaterial = qobject_cast<QQuick3DPrincipledMaterial *>(object: material); |
| 1688 | if (principledMaterial) { |
| 1689 | // Just check for a baseColorMap for now |
| 1690 | if (principledMaterial->baseColorMap() && principledMaterial->baseColorMap()->sourceItem()) |
| 1691 | subsceneRootItem = principledMaterial->baseColorMap()->sourceItem(); |
| 1692 | } |
| 1693 | } else if (frontendMaterialPrivate->type == QQuick3DObjectPrivate::Type::SpecularGlossyMaterial) { |
| 1694 | // SpecularGlossy Material |
| 1695 | const auto specularGlossyMaterial = qobject_cast<QQuick3DSpecularGlossyMaterial *>(object: material); |
| 1696 | if (specularGlossyMaterial) { |
| 1697 | // Just check for a albedoMap for now |
| 1698 | if (specularGlossyMaterial->albedoMap() && specularGlossyMaterial->albedoMap()->sourceItem()) |
| 1699 | subsceneRootItem = specularGlossyMaterial->albedoMap()->sourceItem(); |
| 1700 | } |
| 1701 | } else if (frontendMaterialPrivate->type == QQuick3DObjectPrivate::Type::CustomMaterial) { |
| 1702 | // Custom Material |
| 1703 | const auto customMaterial = qobject_cast<QQuick3DCustomMaterial *>(object: material); |
| 1704 | if (customMaterial) { |
| 1705 | // This case is a bit harder because we can not know how the textures will be used |
| 1706 | const auto &texturesInputs = customMaterial->m_dynamicTextureMaps; |
| 1707 | for (const auto &textureInput : texturesInputs) { |
| 1708 | if (auto texture = textureInput->texture()) { |
| 1709 | if (texture->sourceItem()) { |
| 1710 | subsceneRootItem = texture->sourceItem(); |
| 1711 | break; |
| 1712 | } |
| 1713 | } |
| 1714 | } |
| 1715 | } |
| 1716 | } |
| 1717 | return subsceneRootItem; |
| 1718 | } |
| 1719 | |
| 1720 | |
| 1721 | /*! |
| 1722 | \internal |
| 1723 | */ |
| 1724 | QQuick3DPickResult QQuick3DViewport::getNearestPickResult(const QVarLengthArray<QSSGRenderPickResult, 20> &pickResults) const |
| 1725 | { |
| 1726 | for (const auto &result : pickResults) { |
| 1727 | auto pickResult = processPickResult(pickResult: result); |
| 1728 | if (pickResult.hitType() != QQuick3DPickResultEnums::HitType::Null) |
| 1729 | return pickResult; |
| 1730 | } |
| 1731 | |
| 1732 | return QQuick3DPickResult(); |
| 1733 | } |
| 1734 | |
| 1735 | /*! |
| 1736 | \internal |
| 1737 | This method is responsible for going through the visitedSubscenes map and forwarding |
| 1738 | the event with corrected coordinates to each subscene. |
| 1739 | |
| 1740 | */ |
| 1741 | bool QQuick3DViewport::forwardEventToSubscenes(QPointerEvent *event, |
| 1742 | bool useRayPicking, |
| 1743 | QQuick3DSceneRenderer *renderer, |
| 1744 | const QFlatMap<QQuickItem *, SubsceneInfo> &visitedSubscenes) const |
| 1745 | { |
| 1746 | // Now deliver the entire event (all points) to each relevant subscene. |
| 1747 | // Maybe only some points fall inside, but QQuickDeliveryAgentPrivate::deliverMatchingPointsToItem() |
| 1748 | // makes reduced-subset touch events that contain only the relevant points, when necessary. |
| 1749 | bool ret = false; |
| 1750 | |
| 1751 | QVarLengthArray<QPointF, 16> originalScenePositions; |
| 1752 | originalScenePositions.resize(sz: event->pointCount()); |
| 1753 | for (int pointIndex = 0; pointIndex < event->pointCount(); ++pointIndex) |
| 1754 | originalScenePositions[pointIndex] = event->point(i: pointIndex).scenePosition(); |
| 1755 | for (auto subscene : visitedSubscenes) { |
| 1756 | QQuickItem *subsceneRoot = subscene.first; |
| 1757 | auto &subsceneInfo = subscene.second; |
| 1758 | Q_ASSERT(subsceneInfo.eventPointScenePositions.size() == event->pointCount()); |
| 1759 | auto da = QQuickItemPrivate::get(item: subsceneRoot)->deliveryAgent(); |
| 1760 | for (int pointIndex = 0; pointIndex < event->pointCount(); ++pointIndex) { |
| 1761 | const auto &pt = subsceneInfo.eventPointScenePositions.at(idx: pointIndex); |
| 1762 | // By tradition, QGuiApplicationPrivate::processTouchEvent() has set the local position to the scene position, |
| 1763 | // and Qt Quick expects it to arrive that way: then QQuickDeliveryAgentPrivate::translateTouchEvent() |
| 1764 | // copies it into the scene position before localizing. |
| 1765 | // That might be silly, we might change it eventually, but gotta stay consistent for now. |
| 1766 | QEventPoint &ep = event->point(i: pointIndex); |
| 1767 | QMutableEventPoint::setPosition(p&: ep, arg: pt); |
| 1768 | QMutableEventPoint::setScenePosition(p&: ep, arg: pt); |
| 1769 | } |
| 1770 | |
| 1771 | if (event->isBeginEvent()) |
| 1772 | da->setSceneTransform(nullptr); |
| 1773 | if (da->event(ev: event)) { |
| 1774 | ret = true; |
| 1775 | if (QQuickDeliveryAgentPrivate::anyPointGrabbed(ev: event) && !useRayPicking) { |
| 1776 | // In case any QEventPoint was grabbed, the relevant QQuickDeliveryAgent needs to know |
| 1777 | // how to repeat the picking/coordinate transformation for each update, |
| 1778 | // because delivery will bypass internalPick() due to the grab, and it's |
| 1779 | // more efficient to avoid whole-scene picking each time anyway. |
| 1780 | auto frontendObjectPrivate = QQuick3DObjectPrivate::get(item: subsceneInfo.obj); |
| 1781 | const bool item2Dcase = (frontendObjectPrivate->type == QQuick3DObjectPrivate::Type::Item2D); |
| 1782 | ViewportTransformHelper *transform = new ViewportTransformHelper; |
| 1783 | transform->viewport = const_cast<QQuick3DViewport *>(this); |
| 1784 | transform->renderer = renderer; |
| 1785 | transform->sceneParentNode = static_cast<QSSGRenderNode*>(frontendObjectPrivate->spatialNode); |
| 1786 | transform->targetItem = subsceneRoot; |
| 1787 | transform->scaleX = window()->effectiveDevicePixelRatio() * m_widthMultiplier; |
| 1788 | transform->scaleY = window()->effectiveDevicePixelRatio() * m_heightMultiplier; |
| 1789 | transform->uvCoordsArePixels = item2Dcase; |
| 1790 | transform->setOnDeliveryAgent(da); |
| 1791 | qCDebug(lcPick) << event->type() << "created ViewportTransformHelper on" << da; |
| 1792 | } |
| 1793 | } else if (event->type() != QEvent::HoverMove) { |
| 1794 | qCDebug(lcPick) << subsceneRoot << "didn't want" << event; |
| 1795 | } |
| 1796 | event->setAccepted(false); // reject implicit grab and let it keep propagating |
| 1797 | } |
| 1798 | if (visitedSubscenes.isEmpty()) { |
| 1799 | event->setAccepted(false); |
| 1800 | } else { |
| 1801 | for (int pointIndex = 0; pointIndex < event->pointCount(); ++pointIndex) |
| 1802 | QMutableEventPoint::setScenePosition(p&: event->point(i: pointIndex), arg: originalScenePositions.at(idx: pointIndex)); |
| 1803 | } |
| 1804 | |
| 1805 | // Normally this would occur in QQuickWindowPrivate::clearGrabbers(...) but |
| 1806 | // for ray based input, input never goes through QQuickWindow (since events |
| 1807 | // are generated from within scene space and not window/screen space). |
| 1808 | if (event->isEndEvent() && useRayPicking) { |
| 1809 | if (event->isSinglePointEvent()) { |
| 1810 | if (static_cast<QSinglePointEvent *>(event)->buttons() == Qt::NoButton) { |
| 1811 | auto &firstPt = event->point(i: 0); |
| 1812 | event->setExclusiveGrabber(point: firstPt, exclusiveGrabber: nullptr); |
| 1813 | event->clearPassiveGrabbers(point: firstPt); |
| 1814 | } |
| 1815 | } else { |
| 1816 | for (auto &point : event->points()) { |
| 1817 | if (point.state() == QEventPoint::State::Released) { |
| 1818 | event->setExclusiveGrabber(point, exclusiveGrabber: nullptr); |
| 1819 | event->clearPassiveGrabbers(point); |
| 1820 | } |
| 1821 | } |
| 1822 | } |
| 1823 | } |
| 1824 | |
| 1825 | return ret; |
| 1826 | } |
| 1827 | |
| 1828 | |
| 1829 | bool QQuick3DViewport::internalPick(QPointerEvent *event, const QVector3D &origin, const QVector3D &direction) const |
| 1830 | { |
| 1831 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1832 | if (!renderer || !event) |
| 1833 | return false; |
| 1834 | |
| 1835 | QFlatMap<QQuickItem*, SubsceneInfo> visitedSubscenes; |
| 1836 | const bool useRayPicking = !direction.isNull(); |
| 1837 | |
| 1838 | for (int pointIndex = 0; pointIndex < event->pointCount(); ++pointIndex) { |
| 1839 | auto &eventPoint = event->point(i: pointIndex); |
| 1840 | QVarLengthArray<QSSGRenderPickResult, 20> pickResults; |
| 1841 | if (Q_UNLIKELY(useRayPicking)) |
| 1842 | pickResults = getPickResults(renderer, origin, direction); |
| 1843 | else |
| 1844 | pickResults = getPickResults(renderer, eventPoint); |
| 1845 | |
| 1846 | if (!pickResults.isEmpty()) |
| 1847 | for (const auto &pickResult : pickResults) |
| 1848 | processPickedObject(pickResult, pointIndex, event, visitedSubscenes); |
| 1849 | else |
| 1850 | eventPoint.setAccepted(false); // let it fall through the viewport to Items underneath |
| 1851 | } |
| 1852 | |
| 1853 | return forwardEventToSubscenes(event, useRayPicking, renderer, visitedSubscenes); |
| 1854 | } |
| 1855 | |
| 1856 | bool QQuick3DViewport::singlePointPick(QSinglePointEvent *event, const QVector3D &origin, const QVector3D &direction) |
| 1857 | { |
| 1858 | QQuick3DSceneRenderer *renderer = getRenderer(); |
| 1859 | if (!renderer || !event) |
| 1860 | return false; |
| 1861 | |
| 1862 | QSSGRenderRay ray(origin, direction); |
| 1863 | |
| 1864 | Q_ASSERT(event->pointCount() == 1); |
| 1865 | QPointF originalPosition = event->point(i: 0).scenePosition(); |
| 1866 | |
| 1867 | auto pickResults = renderer->syncPickAll(ray); |
| 1868 | |
| 1869 | bool delivered = false; |
| 1870 | |
| 1871 | constexpr float jitterLimit = 2.5; // TODO: add property for this? |
| 1872 | bool withinJitterLimit = false; |
| 1873 | |
| 1874 | for (const auto &pickResult : pickResults) { |
| 1875 | auto [item, position] = getItemAndPosition(pickResult); |
| 1876 | if (!item) |
| 1877 | continue; |
| 1878 | if (item == m_prevMouseItem && (position - m_prevMousePos).manhattanLength() < jitterLimit && !event->button()) { |
| 1879 | withinJitterLimit = true; |
| 1880 | break; |
| 1881 | } |
| 1882 | auto da = QQuickItemPrivate::get(item)->deliveryAgent(); |
| 1883 | QEventPoint &ep = event->point(i: 0); |
| 1884 | QMutableEventPoint::setPosition(p&: ep, arg: position); |
| 1885 | QMutableEventPoint::setScenePosition(p&: ep, arg: position); |
| 1886 | if (da->event(ev: event)) { |
| 1887 | delivered = true; |
| 1888 | if (event->type() == QEvent::MouseButtonPress) { |
| 1889 | m_prevMouseItem = item; |
| 1890 | m_prevMousePos = position; |
| 1891 | withinJitterLimit = true; |
| 1892 | } |
| 1893 | break; |
| 1894 | } |
| 1895 | } |
| 1896 | |
| 1897 | QMutableEventPoint::setScenePosition(p&: event->point(i: 0), arg: originalPosition); |
| 1898 | if (!withinJitterLimit) |
| 1899 | m_prevMouseItem = nullptr; |
| 1900 | |
| 1901 | // Normally this would occur in QQuickWindowPrivate::clearGrabbers(...) but |
| 1902 | // for ray based input, input never goes through QQuickWindow (since events |
| 1903 | // are generated from within scene space and not window/screen space). |
| 1904 | if (event->isEndEvent()) { |
| 1905 | if (event->buttons() == Qt::NoButton) { |
| 1906 | auto &firstPt = event->point(i: 0); |
| 1907 | event->setExclusiveGrabber(point: firstPt, exclusiveGrabber: nullptr); |
| 1908 | event->clearPassiveGrabbers(point: firstPt); |
| 1909 | } |
| 1910 | } |
| 1911 | |
| 1912 | return delivered; |
| 1913 | } |
| 1914 | |
| 1915 | QPair<QQuickItem *, QPointF> QQuick3DViewport::getItemAndPosition(const QSSGRenderPickResult &pickResult) |
| 1916 | { |
| 1917 | QQuickItem *subsceneRootItem = nullptr; |
| 1918 | QPointF subscenePosition; |
| 1919 | const auto backendObject = pickResult.m_hitObject; |
| 1920 | const auto frontendObject = findFrontendNode(backendObject); |
| 1921 | if (!frontendObject) |
| 1922 | return {}; |
| 1923 | auto frontendObjectPrivate = QQuick3DObjectPrivate::get(item: frontendObject); |
| 1924 | if (frontendObjectPrivate->type == QQuick3DObjectPrivate::Type::Item2D) { |
| 1925 | // Item2D, this is the case where there is just an embedded Qt Quick 2D Item |
| 1926 | // rendered directly to the scene. |
| 1927 | auto item2D = qobject_cast<QQuick3DItem2D *>(object: frontendObject); |
| 1928 | if (item2D) |
| 1929 | subsceneRootItem = item2D->contentItem(); |
| 1930 | if (!subsceneRootItem || subsceneRootItem->childItems().isEmpty()) |
| 1931 | return {}; // ignore empty 2D subscenes |
| 1932 | |
| 1933 | // In this case the "UV" coordinates are in pixels in the subscene root item's coordinate system. |
| 1934 | subscenePosition = pickResult.m_localUVCoords.toPointF(); |
| 1935 | |
| 1936 | // The following code will account for custom input masking, as well any |
| 1937 | // transformations that might have been applied to the Item |
| 1938 | if (!subsceneRootItem->childAt(x: subscenePosition.x(), y: subscenePosition.y())) |
| 1939 | return {}; |
| 1940 | } else if (frontendObjectPrivate->type == QQuick3DObjectPrivate::Type::Model) { |
| 1941 | // Model |
| 1942 | int materialSubset = pickResult.m_subset; |
| 1943 | const auto backendModel = static_cast<const QSSGRenderModel *>(backendObject); |
| 1944 | // Get material |
| 1945 | if (backendModel->materials.size() < (pickResult.m_subset + 1)) |
| 1946 | materialSubset = backendModel->materials.size() - 1; |
| 1947 | if (materialSubset < 0) |
| 1948 | return {}; |
| 1949 | const auto backendMaterial = backendModel->materials.at(i: materialSubset); |
| 1950 | const auto frontendMaterial = static_cast<QQuick3DMaterial *>(findFrontendNode(backendObject: backendMaterial)); |
| 1951 | subsceneRootItem = getSubSceneRootItem(material: frontendMaterial); |
| 1952 | |
| 1953 | if (subsceneRootItem) { |
| 1954 | // In this case the pick result really is using UV coordinates. |
| 1955 | subscenePosition = QPointF(subsceneRootItem->x() + pickResult.m_localUVCoords.x() * subsceneRootItem->width(), |
| 1956 | subsceneRootItem->y() - pickResult.m_localUVCoords.y() * subsceneRootItem->height() + subsceneRootItem->height()); |
| 1957 | } |
| 1958 | } |
| 1959 | return {subsceneRootItem, subscenePosition}; |
| 1960 | } |
| 1961 | |
| 1962 | QVarLengthArray<QSSGRenderPickResult, 20> QQuick3DViewport::getPickResults(QQuick3DSceneRenderer *renderer, |
| 1963 | const QVector3D &origin, |
| 1964 | const QVector3D &direction) const |
| 1965 | { |
| 1966 | const QSSGRenderRay ray(origin, direction); |
| 1967 | return renderer->syncPickAll(ray); |
| 1968 | } |
| 1969 | |
| 1970 | QVarLengthArray<QSSGRenderPickResult, 20> QQuick3DViewport::getPickResults(QQuick3DSceneRenderer *renderer, const QEventPoint &eventPoint) const |
| 1971 | { |
| 1972 | QVarLengthArray<QSSGRenderPickResult, 20> pickResults; |
| 1973 | QPointF realPosition = eventPoint.position() * window()->effectiveDevicePixelRatio(); |
| 1974 | // correct when mapping is not 1:1 due to explicit backing texture size |
| 1975 | realPosition.rx() *= m_widthMultiplier; |
| 1976 | realPosition.ry() *= m_heightMultiplier; |
| 1977 | std::optional<QSSGRenderRay> rayResult = renderer->getRayFromViewportPos(pos: realPosition); |
| 1978 | if (rayResult.has_value()) |
| 1979 | pickResults = renderer->syncPickAll(ray: rayResult.value()); |
| 1980 | return pickResults; |
| 1981 | } |
| 1982 | |
| 1983 | /*! |
| 1984 | \internal |
| 1985 | |
| 1986 | This provides a way to lookup frontendNodes with a backend node taking into consideration both |
| 1987 | the scene and the importScene |
| 1988 | */ |
| 1989 | QQuick3DObject *QQuick3DViewport::findFrontendNode(const QSSGRenderGraphObject *backendObject) const |
| 1990 | { |
| 1991 | if (!backendObject) |
| 1992 | return nullptr; |
| 1993 | |
| 1994 | const auto sceneManager = QQuick3DObjectPrivate::get(item: m_sceneRoot)->sceneManager; |
| 1995 | QQuick3DObject *frontendObject = sceneManager->lookUpNode(node: backendObject); |
| 1996 | if (!frontendObject && m_importScene) { |
| 1997 | const auto importSceneManager = QQuick3DObjectPrivate::get(item: m_importScene)->sceneManager; |
| 1998 | frontendObject = importSceneManager->lookUpNode(node: backendObject); |
| 1999 | } |
| 2000 | return frontendObject; |
| 2001 | } |
| 2002 | |
| 2003 | QQuick3DPickResult QQuick3DViewport::processPickResult(const QSSGRenderPickResult &pickResult) const |
| 2004 | { |
| 2005 | if (!pickResult.m_hitObject) |
| 2006 | return QQuick3DPickResult(); |
| 2007 | |
| 2008 | QQuick3DObject *frontendObject = findFrontendNode(backendObject: pickResult.m_hitObject); |
| 2009 | |
| 2010 | QQuick3DModel *model = qobject_cast<QQuick3DModel *>(object: frontendObject); |
| 2011 | if (model) |
| 2012 | return QQuick3DPickResult(model, |
| 2013 | ::sqrtf(x: pickResult.m_distanceSq), |
| 2014 | pickResult.m_localUVCoords, |
| 2015 | pickResult.m_scenePosition, |
| 2016 | pickResult.m_localPosition, |
| 2017 | pickResult.m_faceNormal, |
| 2018 | pickResult.m_instanceIndex); |
| 2019 | |
| 2020 | QQuick3DItem2D *frontend2DItem = qobject_cast<QQuick3DItem2D *>(object: frontendObject); |
| 2021 | if (frontend2DItem && frontend2DItem->contentItem()) { |
| 2022 | // Check if the pick is inside the content item (since the ray just intersected on the items plane) |
| 2023 | const QPointF subscenePosition = pickResult.m_localUVCoords.toPointF(); |
| 2024 | const auto child = frontend2DItem->contentItem()->childAt(x: subscenePosition.x(), y: subscenePosition.y()); |
| 2025 | if (child) { |
| 2026 | return QQuick3DPickResult(child, |
| 2027 | ::sqrtf(x: pickResult.m_distanceSq), |
| 2028 | QVector2D(frontend2DItem->contentItem()->mapToItem(item: child, point: subscenePosition)), |
| 2029 | pickResult.m_scenePosition, |
| 2030 | pickResult.m_localPosition, |
| 2031 | pickResult.m_faceNormal); |
| 2032 | } |
| 2033 | } |
| 2034 | |
| 2035 | return QQuick3DPickResult(); |
| 2036 | |
| 2037 | } |
| 2038 | |
| 2039 | // Returns the first found scene manager of objects children |
| 2040 | QQuick3DSceneManager *QQuick3DViewport::findChildSceneManager(QQuick3DObject *inObject, QQuick3DSceneManager *manager) |
| 2041 | { |
| 2042 | if (manager) |
| 2043 | return manager; |
| 2044 | |
| 2045 | auto children = QQuick3DObjectPrivate::get(item: inObject)->childItems; |
| 2046 | for (auto child : children) { |
| 2047 | if (auto m = QQuick3DObjectPrivate::get(item: child)->sceneManager) { |
| 2048 | manager = m; |
| 2049 | break; |
| 2050 | } |
| 2051 | manager = findChildSceneManager(inObject: child, manager); |
| 2052 | } |
| 2053 | return manager; |
| 2054 | } |
| 2055 | |
| 2056 | void QQuick3DViewport::updateInputProcessing() |
| 2057 | { |
| 2058 | // This should be called from the gui thread. |
| 2059 | setAcceptTouchEvents(m_enableInputProcessing); |
| 2060 | setAcceptHoverEvents(m_enableInputProcessing); |
| 2061 | setAcceptedMouseButtons(m_enableInputProcessing ? Qt::AllButtons : Qt::NoButton); |
| 2062 | } |
| 2063 | |
| 2064 | void QQuick3DViewport::onReleaseCachedResources() |
| 2065 | { |
| 2066 | if (auto renderer = getRenderer()) |
| 2067 | renderer->releaseCachedResources(); |
| 2068 | } |
| 2069 | |
| 2070 | /*! |
| 2071 | \qmlproperty List<QtQuick3D::Object3D> View3D::extensions |
| 2072 | |
| 2073 | This property contains a list of user extensions that should be used with this \l View3D. |
| 2074 | |
| 2075 | \sa RenderExtension |
| 2076 | */ |
| 2077 | QQmlListProperty<QQuick3DObject> QQuick3DViewport::extensions() |
| 2078 | { |
| 2079 | return QQmlListProperty<QQuick3DObject>{ this, |
| 2080 | &m_extensionListDirty, |
| 2081 | &QQuick3DExtensionListHelper::extensionAppend, |
| 2082 | &QQuick3DExtensionListHelper::extensionCount, |
| 2083 | &QQuick3DExtensionListHelper::extensionAt, |
| 2084 | &QQuick3DExtensionListHelper::extensionClear, |
| 2085 | &QQuick3DExtensionListHelper::extensionReplace, |
| 2086 | &QQuick3DExtensionListHelper::extensionRemoveLast}; |
| 2087 | } |
| 2088 | |
| 2089 | /*! |
| 2090 | \internal |
| 2091 | */ |
| 2092 | void QQuick3DViewport::rebuildExtensionList() |
| 2093 | { |
| 2094 | m_extensionListDirty = true; |
| 2095 | update(); |
| 2096 | } |
| 2097 | |
| 2098 | /*! |
| 2099 | \internal |
| 2100 | |
| 2101 | Private constructor for the QQuick3DViewport class so we can differentiate between |
| 2102 | a regular QQuick3DViewport and one created for a specific usage, like XR. |
| 2103 | */ |
| 2104 | QQuick3DViewport::QQuick3DViewport(PrivateInstanceType type, QQuickItem *parent) |
| 2105 | : QQuick3DViewport(parent) |
| 2106 | { |
| 2107 | m_isXrViewInstance = type == PrivateInstanceType::XrViewInstance; |
| 2108 | } |
| 2109 | |
| 2110 | void QQuick3DViewport::updateCameraForLayer(const QQuick3DViewport &view3D, QSSGRenderLayer &layerNode) |
| 2111 | { |
| 2112 | layerNode.explicitCameras.clear(); |
| 2113 | if (!view3D.m_multiViewCameras.isEmpty()) { |
| 2114 | for (QQuick3DCamera *camera : std::as_const(t: view3D.m_multiViewCameras)) |
| 2115 | layerNode.explicitCameras.append(t: static_cast<QSSGRenderCamera *>(QQuick3DObjectPrivate::get(item: camera)->spatialNode)); |
| 2116 | } else if (view3D.camera()) { |
| 2117 | layerNode.explicitCameras.append(t: static_cast<QSSGRenderCamera *>(QQuick3DObjectPrivate::get(item: view3D.camera())->spatialNode)); |
| 2118 | } |
| 2119 | } |
| 2120 | |
| 2121 | QT_END_NAMESPACE |
| 2122 | |