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Fix debug-and-release build...
Fix debug-and-release build Charts is part of the Qt release and there is no need to do magic hacks to install the qmldir file. This was supposed to help running examples separately, but we assume that the lib is shipped with Qt proper. The problem was that the qmldir file would be simultaneously copied into the same location twice which will fail on Windows. Change-Id: I4d765c18367f7985c7dbfadbc7ddae78ce24f398 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com> Reviewed-by: Jędrzej Nowacki <jedrzej.nowacki@theqtcompany.com> Reviewed-by: Titta Heikkala <titta.heikkala@theqtcompany.com>

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r2845:ae12522d475c
r2853:a801e78fb8d1
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declarativerendernode.cpp
324 lines | 10.4 KiB | text/x-c | CppLexer
/ src / chartsqml2 / declarativerendernode.cpp
/******************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Charts module.
**
** $QT_BEGIN_LICENSE:COMM$
**
** 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.
**
** $QT_END_LICENSE$
**
******************************************************************************/
#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);
delete m_xyDataMap.take(series);
} else {
foreach (QOpenGLBuffer *buffer, m_seriesBufferMap.values())
delete buffer;
m_seriesBufferMap.clear();
foreach (GLXYSeriesData *data, m_xyDataMap.values())
delete data;
m_xyDataMap.clear();
}
}
QT_CHARTS_END_NAMESPACE