Qt5 QtQuick系列----QtQuick的Secne Graph剖析(3)-- qml与OpenGl结合
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需要先看:https://blog.csdn.net/qq_35865125/article/details/86485008 来理解qt quick场景图的渲染过程。以下内容主要来自http://doc.qt.io/qt-5/qtquick-visualcanvas-scenegraph.html , 并结合了自己的理解和实践。
Qt的场景图提供了两种方式来让用户实现与OpengGL的结合。一是,直接调用OpenGL命令函数,二是,在场景图中创建textured node。
QquickWindow类负责将qml文件中的内容渲染到屏幕上,在渲染过程中,会从渲染线程中发出信号:QQuickWindow::beforeRendering() and QQuickWindow::afterRendering(),用户可以接受这些信号,并在其他线程中执行调用OpenGl的原始函数的操作,来绘制一些东东,如果用户使用的是第一个信号,用户用opengl画出的东东会在qml场景的下面,否则会在上面。 这种方式的好处是不需要二外的framebuffer或内存。缺点是,“The downside is that Qt Quick decides when to call the signals and this is the only time the OpenGL application is allowed to draw。”。这种方法的一个官方的例子: Scene Graph - OpenGL Under QML 。
另一种方法:The other alternative is to create a QQuickFramebufferObject, render into it, and let it be displayed in the scene graph as a texture. The Scene Graph - Rendering FBOs example shows how this can be done. It is also possible to combine multiple rendering contexts and multiple threads to create content to be displayed in the scene graph. The Scene Graph - Rendering FBOs in a thread examples show how this can be done.
注意: When mixing OpenGL content with scene graph rendering, it is important the application does not leave the OpenGL context in a state with buffers bound, attributes enabled, special values in the z-buffer or stencil-buffer or similar. Doing so can result in unpredictable behavior.
注意: The OpenGL rendering code must be thread aware, as the rendering might be happening outside the GUI thread.
用上面提到的第一种方法时,需要注意:
1)需要在.pro文件中添加:
LIBS += -lglut
LIBS += -lGLU
需要在系统中安装opengl。
2) 需要在main中调用glutInit( &argc, argv );(#include <GL/glut.h>)。
3)资源回收问题:有必要详细了解QQuickWindow这个类。http://doc.qt.io/qt-5/qquickwindow.html
上图中,标出红线的部分我曾经使用过。类似后面我给出的例子,不同之处:我将写的qml文件传递给一个QquickView,在绘制出opengl图像后,调用QquckView的hide函数隐藏整个quickview。在一些性能较低的机器人上运行调用hide函数时,会遇到界面卡死问题。或许可以通过上图中提到的Resource Management部分的方法解决。
My example(调用opengl画一个箭头):---基于官方例子Scene Graph - OpenGL Under QML
自定义类的.h:
#ifndef SELFDEFSUBITEM_H
#define SELFDEFSUBITEM_H
#include <QObject>
#include <QQuickItem>
#include <QtGui/QOpenGLFunctions>
class MyRenderer : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
public:
MyRenderer() ;
~MyRenderer();
void setViewportSize(const QSize &size);
void setWindow(QQuickWindow *window);
void Init_Before_Paint_arm3d();
void Paint_Line();
void DrawLine();
public slots:
void paint();
private:
QSize m_viewportSize;
QQuickWindow *m_window;
};
class SelfDefSubItem : public QQuickItem
{
Q_OBJECT
public:
SelfDefSubItem();
~SelfDefSubItem();
static float x_rot,y_rot,z_rot;
static float zoomscale;
static float x_trans, y_trans;
public slots:
void sync();
void cleanup();
private slots:
void handleWindowChanged(QQuickWindow *win);
protected:
private:
MyRenderer *m_renderer;
};
#endif // SELFDEFSUBITEM_H
自定义类的cpp:
#include "SelfDefSubItem.h"
#include <QtQuick/qquickwindow.h>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QOpenGLContext>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
#include "stdio.h"
#include <fstream>
#include <iostream>
#include <string>
#include<vector>
using namespace std;
float SelfDefSubItem::x_rot=0.0;float SelfDefSubItem::y_rot=0.0;float SelfDefSubItem::z_rot=0.0;
float SelfDefSubItem::zoomscale=1.0;
float SelfDefSubItem::x_trans = 0;
float SelfDefSubItem::y_trans = 0;
SelfDefSubItem::SelfDefSubItem()
{
connect(this, &QQuickItem::windowChanged, this, &SelfDefSubItem::handleWindowChanged);
}
SelfDefSubItem::~SelfDefSubItem()
{
cleanup();
}
void SelfDefSubItem::cleanup()
{
if (m_renderer)
{
delete m_renderer;
m_renderer = 0;
}
}
void SelfDefSubItem::sync()
{
if (!m_renderer)
{
m_renderer = new MyRenderer();
connect(window(), &QQuickWindow::beforeRendering, m_renderer, &MyRenderer::paint, Qt::DirectConnection);
//connect(window(), &QQuickWindow::afterRendering, m_renderer, &SquircleRenderer::paint, Qt::DirectConnection);
}
m_renderer->setViewportSize(window()->size() * window()->devicePixelRatio());//
m_renderer->setWindow(window());
}
void SelfDefSubItem::handleWindowChanged(QQuickWindow *win)
{
if (win)
{
connect(win, &QQuickWindow::beforeSynchronizing, this, &SelfDefSubItem::sync, Qt::DirectConnection);
connect(win, &QQuickWindow::sceneGraphInvalidated, this, &SelfDefSubItem::cleanup, Qt::DirectConnection);
// If we allow QML to do the clearing, they would clear what we paint
// and nothing would show.
win->setClearBeforeRendering(false);
}
}
///////////////////////////////////////////
MyRenderer::MyRenderer()
{
}
void MyRenderer::paint()
{
m_window->resetOpenGLState();
initializeOpenGLFunctions();
glViewport(0, 0, m_viewportSize.width(), m_viewportSize.height());
Paint_Line();
}
void MyRenderer::DrawLine()
{
int len = 750;
GLfloat mat_ambient_axis1[4] = { 0.8, 0, 0, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_axis1);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_ambient_axis1);
glLineWidth(18);//设置线段宽度
glPushMatrix();
glBegin(GL_LINES);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, len);
glEnd();
glTranslated(0.0, 0.0, len - 13);
glutWireCone(16, 37, 31, 32);//void glutWireCone(GLdouble radius, GLdouble height, GLint slices, GLint stacks); 线框 圆锥体
glPopMatrix();
}
void MyRenderer::Init_Before_Paint_arm3d()
{
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
//*****Defining Position and Colors for a Light Source*****:
GLfloat light_position[] = { 1.0, 10.0, 0.0, 0.0 };
GLfloat light_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position); //specify the location of lighter
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); //specify light0's ambient color
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); //specify light0's diffuse color
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); //specify light0's specular color
//glClearColor(1, 1, 1, 1.0);//specify the backgroud color!
glClearColor(7/255, 7/255, 18/255, 1.0);//specify the backgroud color!
glShadeModel(GL_SMOOTH);
GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.3, 1.0 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1100.0,1200.0, -1100.0, 1100.0, -1100, 1100);
glPointSize(1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(8.3, 1.56, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glScalef (SelfDefSubItem::zoomscale, SelfDefSubItem::zoomscale, SelfDefSubItem::zoomscale);//scaling in 3 direction
}
void MyRenderer::Paint_Line()
{
initializeOpenGLFunctions();
Init_Before_Paint_arm3d();
DrawLine();//Call raw OpenGl command!
}
MyRenderer::~MyRenderer()
{
//delete m_program;
}
void MyRenderer::setViewportSize(const QSize &size)
{
m_viewportSize = size;
}
void MyRenderer::setWindow(QQuickWindow *window)
{
m_window = window;
}
main.qml
import QtQuick 2.11
import QtQuick.Window 2.11
import SelfDefSubItem 1.0
Window {
visible: true
width: 640
height: 480
title: qsTr("Hello World")
SelfDefSubItem{
id:selfdef
}
}
几个注意的地方:
- connect(window(), &QQuickWindow::beforeRendering, m_renderer, &MyRenderer::paint, Qt::DirectConnection);
执行程序时,MyRenderer::paint函数会被执行好几次!!可能在渲染线程中会发出多个QQuickWindow::beforeRendering信号,具体过程尚未知道,需要进一步查资料,看qt公司的人怎么想的。
connect(this, &QQuickItem::windowChanged, this, &Arm3d::handleWindowChanged);
QQuickWindow负责将qml场景渲染出来,用户自己写的qml文件必须依附于它才能被渲染。QquickItem::window函数返回QquickItem自己所依附的那个QuickWindow。