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declarativerendernode.cpp
324 lines | 10.4 KiB | text/x-c | CppLexer
/ src / chartsqml2 / declarativerendernode.cpp
Titta Heikkala
Updated license headers...
r2845 /******************************************************************************
Miikka Heikkinen
Accelerating lineseries with OpenGL...
r2820 **
Titta Heikkala
Updated license headers...
r2845 ** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
Miikka Heikkinen
Accelerating lineseries with OpenGL...
r2820 **
** This file is part of the Qt Charts module.
**
Titta Heikkala
Updated license headers...
r2845 ** $QT_BEGIN_LICENSE:COMM$
Miikka Heikkinen
Accelerating lineseries with OpenGL...
r2820 **
Titta Heikkala
Updated license headers...
r2845 ** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
Miikka Heikkinen
Accelerating lineseries with OpenGL...
r2820 **
Titta Heikkala
Updated license headers...
r2845 ** $QT_END_LICENSE$
**
******************************************************************************/
Miikka Heikkinen
Accelerating lineseries with OpenGL...
r2820
#include "declarativerendernode.h"
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLFramebufferObjectFormat>
#include <QtGui/QOpenGLFramebufferObject>
#include <QOpenGLShaderProgram>
#include <QtGui/QOpenGLBuffer>
//#define QDEBUG_TRACE_GL_FPS
#ifdef QDEBUG_TRACE_GL_FPS
# include <QElapsedTimer>
#endif
QT_CHARTS_BEGIN_NAMESPACE
// This node draws the xy series data on a transparent background using OpenGL.
// It is used as a child node of the chart node.
DeclarativeRenderNode::DeclarativeRenderNode(QQuickWindow *window) :
QObject(),
QSGSimpleTextureNode(),
m_texture(0),
m_window(window),
m_textureOptions(QQuickWindow::TextureHasAlphaChannel),
m_textureSize(1, 1),
m_recreateFbo(false),
m_fbo(0),
m_program(0),
m_shaderAttribLoc(-1),
m_colorUniformLoc(-1),
m_minUniformLoc(-1),
m_deltaUniformLoc(-1),
m_pointSizeUniformLoc(-1),
m_renderNeeded(true)
{
initializeOpenGLFunctions();
// Our texture node must have a texture, so use a default one pixel texture
GLuint defaultTexture = 0;
glGenTextures(1, &defaultTexture);
glBindTexture(GL_TEXTURE_2D, defaultTexture);
uchar buf[4] = { 0, 0, 0, 0 };
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &buf);
QQuickWindow::CreateTextureOptions defaultTextureOptions = QQuickWindow::CreateTextureOptions(
QQuickWindow::TextureHasAlphaChannel | QQuickWindow::TextureOwnsGLTexture);
m_texture = m_window->createTextureFromId(defaultTexture, QSize(1, 1), defaultTextureOptions);
setTexture(m_texture);
setFiltering(QSGTexture::Linear);
setTextureCoordinatesTransform(QSGSimpleTextureNode::MirrorVertically);
}
DeclarativeRenderNode::~DeclarativeRenderNode()
{
delete m_texture;
delete m_fbo;
delete m_program;
m_program = 0;
cleanXYSeriesResources(0);
}
static const char *vertexSource =
"attribute highp vec2 points;\n"
"uniform highp vec2 min;\n"
"uniform highp vec2 delta;\n"
"uniform highp float pointSize;\n"
"void main() {\n"
" vec2 normalPoint = vec2(-1, -1) + ((points - min) / delta);\n"
" gl_Position = vec4(normalPoint, 0, 1);\n"
" gl_PointSize = pointSize;\n"
"}";
static const char *fragmentSource =
"uniform highp vec3 color;\n"
"void main() {\n"
" gl_FragColor = vec4(color,1);\n"
"}\n";
// Must be called on render thread and in context
void DeclarativeRenderNode::initGL()
{
recreateFBO();
m_program = new QOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentSource);
m_program->bindAttributeLocation("points", 0);
m_program->link();
m_program->bind();
m_colorUniformLoc = m_program->uniformLocation("color");
m_minUniformLoc = m_program->uniformLocation("min");
m_deltaUniformLoc = m_program->uniformLocation("delta");
m_pointSizeUniformLoc = m_program->uniformLocation("pointSize");
// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
// implementations this is optional and support may not be present
// at all. Nonetheless the below code works in all cases and makes
// sure there is a VAO when one is needed.
m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
#if !defined(QT_OPENGL_ES_2)
if (!QOpenGLContext::currentContext()->isOpenGLES()) {
// Make it possible to change point primitive size and use textures with them in
// the shaders. These are implicitly enabled in ES2.
// Qt Quick doesn't change these flags, so it should be safe to just enable them
// at initialization.
glEnable(GL_PROGRAM_POINT_SIZE);
}
#endif
m_program->release();
}
void DeclarativeRenderNode::recreateFBO()
{
QOpenGLFramebufferObjectFormat fboFormat;
fboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
delete m_fbo;
m_fbo = new QOpenGLFramebufferObject(m_textureSize.width(),
m_textureSize.height(),
fboFormat);
delete m_texture;
m_texture = m_window->createTextureFromId(m_fbo->texture(), m_textureSize, m_textureOptions);
setTexture(m_texture);
m_recreateFbo = false;
}
// Must be called on render thread and in context
void DeclarativeRenderNode::setTextureSize(const QSize &size)
{
m_textureSize = size;
m_recreateFbo = true;
m_renderNeeded = true;
}
// Must be called on render thread while gui thread is blocked, and in context
void DeclarativeRenderNode::setSeriesData(bool mapDirty, const GLXYDataMap &dataMap)
{
if (mapDirty) {
// Series have changed, recreate map, but utilize old data where feasible
GLXYDataMap oldMap = m_xyDataMap;
m_xyDataMap.clear();
GLXYDataMapIterator i(dataMap);
while (i.hasNext()) {
i.next();
GLXYSeriesData *data = oldMap.take(i.key());
const GLXYSeriesData *newData = i.value();
if (!data || newData->dirty) {
data = new GLXYSeriesData;
data->array = newData->array;
data->color = newData->color;
data->dirty = newData->dirty;
data->width = newData->width;
data->type = newData->type;
data->min = newData->min;
data->delta = newData->delta;
}
m_xyDataMap.insert(i.key(), data);
}
// Delete remaining old data
i = oldMap;
while (i.hasNext()) {
i.next();
delete i.value();
cleanXYSeriesResources(i.key());
}
} else {
// Series have not changed, so just copy dirty data over
GLXYDataMapIterator i(dataMap);
while (i.hasNext()) {
i.next();
const GLXYSeriesData *newData = i.value();
if (i.value()->dirty) {
GLXYSeriesData *data = m_xyDataMap.value(i.key());
if (data) {
data->array = newData->array;
data->color = newData->color;
data->dirty = newData->dirty;
data->width = newData->width;
data->type = newData->type;
data->min = newData->min;
data->delta = newData->delta;
}
}
}
}
markDirty(DirtyMaterial);
m_renderNeeded = true;
}
void DeclarativeRenderNode::renderGL()
{
glClearColor(0, 0, 0, 0);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_program->bind();
m_fbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glViewport(0, 0, m_textureSize.width(), m_textureSize.height());
GLXYDataMapIterator i(m_xyDataMap);
while (i.hasNext()) {
i.next();
QOpenGLBuffer *vbo = m_seriesBufferMap.value(i.key());
GLXYSeriesData *data = i.value();
m_program->setUniformValue(m_colorUniformLoc, data->color);
m_program->setUniformValue(m_minUniformLoc, data->min);
m_program->setUniformValue(m_deltaUniformLoc, data->delta);
if (!vbo) {
vbo = new QOpenGLBuffer;
m_seriesBufferMap.insert(i.key(), vbo);
vbo->create();
}
vbo->bind();
if (data->dirty) {
vbo->allocate(data->array.constData(), data->array.count() * sizeof(GLfloat));
data->dirty = false;
}
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
if (data->type == QAbstractSeries::SeriesTypeLine) {
glLineWidth(data->width);
glDrawArrays(GL_LINE_STRIP, 0, data->array.size() / 2);
} else { // Scatter
m_program->setUniformValue(m_pointSizeUniformLoc, data->width);
glDrawArrays(GL_POINTS, 0, data->array.size() / 2);
}
vbo->release();
}
#ifdef QDEBUG_TRACE_GL_FPS
static QElapsedTimer stopWatch;
static int frameCount = -1;
if (frameCount == -1) {
stopWatch.start();
frameCount = 0;
}
frameCount++;
int elapsed = stopWatch.elapsed();
if (elapsed >= 1000) {
elapsed = stopWatch.restart();
qreal fps = qreal(0.1 * int(10000.0 * (qreal(frameCount) / qreal(elapsed))));
qDebug() << "FPS:" << fps;
frameCount = 0;
}
#endif
markDirty(DirtyMaterial);
m_window->resetOpenGLState();
}
// Must be called on render thread as response to beforeRendering signal
void DeclarativeRenderNode::render()
{
if (m_renderNeeded) {
if (m_xyDataMap.size()) {
if (!m_program)
initGL();
if (m_recreateFbo)
recreateFBO();
renderGL();
} else {
if (rect() != QRectF()) {
glClearColor(0, 0, 0, 0);
m_fbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
// If last series was removed, zero out the node rect
setRect(QRectF());
}
}
m_renderNeeded = false;
}
}
void DeclarativeRenderNode::cleanXYSeriesResources(const QXYSeries *series)
{
if (series) {
delete m_seriesBufferMap.take(series);
Miikka Heikkinen
Fix memory leak in opengl series handling in qml...
r2827 delete m_xyDataMap.take(series);
Miikka Heikkinen
Accelerating lineseries with OpenGL...
r2820 } else {
foreach (QOpenGLBuffer *buffer, m_seriesBufferMap.values())
delete buffer;
m_seriesBufferMap.clear();
Miikka Heikkinen
Fix memory leak in opengl series handling in qml...
r2827 foreach (GLXYSeriesData *data, m_xyDataMap.values())
delete data;
m_xyDataMap.clear();
Miikka Heikkinen
Accelerating lineseries with OpenGL...
r2820 }
}
QT_CHARTS_END_NAMESPACE