Add Profiling Overlay

Can be activated at adding a QDebugOverlay in the frame graph to
identify which surface it should be renderer one (renders only
once on first branch that contains such a node).
Can be also activated on the forward renderer from Qt3DExtras.

- Shows information about FPS and number of
  jobs/renderviews/commands/vertices/entities/geometries/textures...
- Allows to toggle job and gl call tracing and open folder where
  trace files are stored
- Windows to show and dump glinfo and renderview/command details to the
  console

Change-Id: I286ff85760e8f8f0604a23458883ff22229bda94
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
This commit is contained in:
Mike Krus 2019-12-12 15:30:22 +00:00
parent 34cb77c210
commit 34165446cd
38 changed files with 29699 additions and 37 deletions

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@ -51,7 +51,7 @@
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
import Qt3D.Extras 2.15
import QtQuick 2.0 as QQ2
@ -77,6 +77,7 @@ Entity {
activeFrameGraph: ForwardRenderer {
camera: camera
clearColor: "transparent"
showDebugOverlay: true
}
},
InputSettings { }

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@ -53,6 +53,20 @@
int main(int argc, char **argv)
{
{
// Set OpenGL requirements
QSurfaceFormat format = QSurfaceFormat::defaultFormat();
#ifndef QT_OPENGL_ES_2
format.setVersion(4, 1);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setSamples(4);
#else
format.setVersion(3, 0);
format.setProfile(QSurfaceFormat::NoProfile);
format.setRenderableType(QSurfaceFormat::OpenGLES);
#endif
QSurfaceFormat::setDefaultFormat(format);
}
QGuiApplication app(argc, argv);
QQuickView view;

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@ -52,7 +52,7 @@ import QtQuick 2.2 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
import Qt3D.Extras 2.15
Entity {
id: sceneRoot
@ -78,6 +78,7 @@ Entity {
activeFrameGraph: ForwardRenderer {
clearColor: Qt.rgba(0, 0.5, 1, 1)
camera: camera
showDebugOverlay: true
}
},
// Event Source will be set by the Qt3DQuickWindow

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@ -14,4 +14,5 @@ load(qt_parts)
#gcov: SUBDIRS -= sub_tools
OTHER_FILES += \
sync.profile
sync.profile \
.qmake.conf

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@ -0,0 +1,21 @@
The MIT License (MIT)
Copyright (c) 2014-2018 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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//-----------------------------------------------------------------------------
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include
// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//---- Include imgui_user.h at the end of imgui.h as a convenience
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of imgui cpp files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
#define ImDrawIdx unsigned int
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
/*
namespace ImGui
{
void MyFunction(const char* name, const MyMatrix44& v);
}
*/

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@ -0,0 +1,9 @@
INCLUDEPATH += $$PWD
SOURCES += \
$$PWD/imgui_draw.cpp \
$$PWD/imgui.cpp \
$$PWD/imgui_widgets.cpp
HEADERS += \
$$PWD/imgui.h

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src/3rdparty/imgui/imstb_rectpack.h vendored Normal file
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@ -0,0 +1,623 @@
// stb_rect_pack.h - v0.11 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
//
// Version history:
//
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord;
#endif
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height < c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
STBRP_ASSERT(y <= best_y);
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
#endif
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

1409
src/3rdparty/imgui/imstb_textedit.h vendored Normal file

File diff suppressed because it is too large Load Diff

4854
src/3rdparty/imgui/imstb_truetype.h vendored Normal file

File diff suppressed because it is too large Load Diff

16
src/3rdparty/imgui/qt_attribution.json vendored Normal file
View File

@ -0,0 +1,16 @@
[
{
"Id": "imgui",
"Name": "Dear ImGui",
"QDocModule": "qtrhi",
"Description": "Dear ImGui",
"QtUsage": "Used in tests to demonstrate and verify the integration of an external GUI library.",
"Homepage": "https://github.com/ocornut/imgui",
"Version": "v1.66b",
"License": "MIT License",
"LicenseId": "MIT",
"LicenseFile": "LICENSE.txt",
"Copyright": "Copyright (c) 2014-2018 Omar Cornut"
}
]

View File

@ -47,6 +47,7 @@
#include <Qt3DRender/qfilterkey.h>
#include <Qt3DRender/qfrustumculling.h>
#include <Qt3DRender/qrendersurfaceselector.h>
#include <Qt3DRender/qdebugoverlay.h>
static void initResources()
{
@ -68,6 +69,7 @@ QForwardRendererPrivate::QForwardRendererPrivate()
, m_cameraSelector(new QCameraSelector())
, m_clearBuffer(new QClearBuffers())
, m_frustumCulling(new QFrustumCulling())
, m_debugOverlay(new QDebugOverlay())
{
}
@ -77,13 +79,14 @@ void QForwardRendererPrivate::init()
initResources();
m_debugOverlay->setParent(m_frustumCulling);
m_frustumCulling->setParent(m_clearBuffer);
m_clearBuffer->setParent(m_cameraSelector);
m_cameraSelector->setParent(m_viewport);
m_viewport->setParent(m_surfaceSelector);
m_surfaceSelector->setParent(q);
m_viewport->setNormalizedRect(QRectF(0.0f, 0.0f, 1.0f, 1.0f));
m_viewport->setNormalizedRect(QRectF(0.0, 0.0, 1.0, 1.0));
m_clearBuffer->setClearColor(Qt::white);
m_clearBuffer->setBuffers(QClearBuffers::ColorDepthBuffer);
@ -146,6 +149,7 @@ QForwardRenderer::QForwardRenderer(QNode *parent)
QObject::connect(d->m_surfaceSelector, &QRenderSurfaceSelector::externalRenderTargetSizeChanged, this, &QForwardRenderer::externalRenderTargetSizeChanged);
QObject::connect(d->m_frustumCulling, &QFrustumCulling::enabledChanged, this, &QForwardRenderer::frustumCullingEnabledChanged);
QObject::connect(d->m_viewport, &QViewport::gammaChanged, this, &QForwardRenderer::gammaChanged);
QObject::connect(d->m_debugOverlay, &QDebugOverlay::enabledChanged, this, &QForwardRenderer::showDebugOverlayChanged);
d->init();
}
@ -201,6 +205,12 @@ void QForwardRenderer::setGamma(float gamma)
d->m_viewport->setGamma(gamma);
}
void QForwardRenderer::setShowDebugOverlay(bool showDebugOverlay)
{
Q_D(QForwardRenderer);
d->m_debugOverlay->setEnabled(showDebugOverlay);
}
/*!
\qmlproperty rect ForwardRenderer::viewportRect
@ -356,6 +366,12 @@ float QForwardRenderer::gamma() const
return d->m_viewport->gamma();
}
bool QForwardRenderer::showDebugOverlay() const
{
Q_D(const QForwardRenderer);
return d->m_debugOverlay->isEnabled();
}
} // namespace Qt3DExtras
QT_END_NAMESPACE

View File

@ -66,6 +66,7 @@ class Q_3DEXTRASSHARED_EXPORT QForwardRenderer : public Qt3DRender::QTechniqueFi
Q_PROPERTY(QSize externalRenderTargetSize READ externalRenderTargetSize WRITE setExternalRenderTargetSize NOTIFY externalRenderTargetSizeChanged)
Q_PROPERTY(bool frustumCulling READ isFrustumCullingEnabled WRITE setFrustumCullingEnabled NOTIFY frustumCullingEnabledChanged)
Q_PROPERTY(float gamma READ gamma WRITE setGamma NOTIFY gammaChanged REVISION 9)
Q_PROPERTY(bool showDebugOverlay READ showDebugOverlay WRITE setShowDebugOverlay NOTIFY showDebugOverlayChanged REVISION 15)
public:
explicit QForwardRenderer(Qt3DCore::QNode *parent = nullptr);
~QForwardRenderer();
@ -78,6 +79,7 @@ public:
QSize externalRenderTargetSize() const;
bool isFrustumCullingEnabled() const;
float gamma() const;
bool showDebugOverlay() const;
public Q_SLOTS:
void setViewportRect(const QRectF &viewportRect);
@ -88,6 +90,7 @@ public Q_SLOTS:
void setExternalRenderTargetSize(const QSize &size);
void setFrustumCullingEnabled(bool enabled);
void setGamma(float gamma);
void setShowDebugOverlay(bool showDebugOverlay);
Q_SIGNALS:
void viewportRectChanged(const QRectF &viewportRect);
@ -98,6 +101,7 @@ Q_SIGNALS:
void externalRenderTargetSizeChanged(const QSize &size);
void frustumCullingEnabledChanged(bool enabled);
void gammaChanged(float gamma);
void showDebugOverlayChanged(bool showDebugOverlay);
private:
Q_DECLARE_PRIVATE(QForwardRenderer)

View File

@ -63,6 +63,7 @@ class QClearBuffers;
class QCameraSelector;
class QFrustumCulling;
class QRenderSurfaceSelector;
class QDebugOverlay;
} // namespace Qt3DRender
@ -78,6 +79,7 @@ public:
Qt3DRender::QCameraSelector *m_cameraSelector;
Qt3DRender::QClearBuffers *m_clearBuffer;
Qt3DRender::QFrustumCulling *m_frustumCulling;
Qt3DRender::QDebugOverlay *m_debugOverlay;
void init();

View File

@ -88,6 +88,7 @@ void Qt3DQuick3DExtrasPlugin::registerTypes(const char *uri)
qmlRegisterType<Qt3DExtras::QForwardRenderer>(uri, 2, 0, "ForwardRenderer");
qmlRegisterType<Qt3DExtras::QForwardRenderer, 9>(uri, 2, 9, "ForwardRenderer");
qmlRegisterType<Qt3DExtras::QForwardRenderer, 14>(uri, 2, 14, "ForwardRenderer");
qmlRegisterType<Qt3DExtras::QForwardRenderer, 15>(uri, 2, 15, "ForwardRenderer");
// Entities
qmlRegisterType<Qt3DExtras::QSkyboxEntity>(uri, 2, 0, "SkyboxEntity");

View File

@ -0,0 +1,60 @@
/****************************************************************************
**
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <Qt3DRender/private/qdebugoverlay_p.h>
#include <Qt3DRender/private/debugoverlay_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
DebugOverlay::DebugOverlay()
: FrameGraphNode(FrameGraphNode::DebugOverlay, QBackendNode::ReadWrite)
{
}
} //Render
} //Qt3DRender
QT_END_NAMESPACE

View File

@ -0,0 +1,75 @@
/****************************************************************************
**
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef DEBUGOVERLAY_P_H
#define DEBUGOVERLAY_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <Qt3DRender/private/qdebugoverlay_p.h>
#include <Qt3DRender/private/framegraphnode_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
class Q_AUTOTEST_EXPORT DebugOverlay : public FrameGraphNode
{
public:
DebugOverlay();
};
} //Render
} //Qt3DRender
QT_END_NAMESPACE
#endif // DEBUGOVERLAY_P_H

View File

@ -69,7 +69,10 @@ HEADERS += \
$$PWD/nopicking_p.h \
$$PWD/qsubtreeenabler.h \
$$PWD/qsubtreeenabler_p.h \
$$PWD/subtreeenabler_p.h
$$PWD/subtreeenabler_p.h \
$$PWD/qdebugoverlay.h \
$$PWD/qdebugoverlay_p.h \
$$PWD/debugoverlay_p.h
SOURCES += \
$$PWD/cameraselectornode.cpp \
@ -119,4 +122,6 @@ SOURCES += \
$$PWD/qnopicking.cpp \
$$PWD/nopicking.cpp \
$$PWD/qsubtreeenabler.cpp \
$$PWD/subtreeenabler.cpp
$$PWD/subtreeenabler.cpp \
$$PWD/qdebugoverlay.cpp \
$$PWD/debugoverlay.cpp

View File

@ -104,7 +104,8 @@ public:
BlitFramebuffer,
SetFence,
WaitFence,
NoPicking
NoPicking,
DebugOverlay,
};
FrameGraphNodeType nodeType() const { return m_nodeType; }

View File

@ -0,0 +1,67 @@
/****************************************************************************
**
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qdebugoverlay.h"
#include "qdebugoverlay_p.h"
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
/*!
* \internal
*/
QDebugOverlayPrivate::QDebugOverlayPrivate()
: QFrameGraphNodePrivate()
{
}
/*!
* \internal
*/
QDebugOverlayPrivate::~QDebugOverlayPrivate() = default;
/*!
* The constructor creates an instance with the specified \a parent.
*/
QDebugOverlay::QDebugOverlay(Qt3DCore::QNode *parent)
: QFrameGraphNode(*new QDebugOverlayPrivate, parent)
{
}
} // Qt3DRender
QT_END_NAMESPACE

View File

@ -0,0 +1,63 @@
/****************************************************************************
**
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QDEBUGOVERLOAY_H
#define QDEBUGOVERLOAY_H
#include <Qt3DRender/QFrameGraphNode>
#include <QtGui/QImage>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
class QDebugOverlayPrivate;
class Q_3DRENDERSHARED_EXPORT QDebugOverlay : public QFrameGraphNode
{
Q_OBJECT
public:
explicit QDebugOverlay(Qt3DCore::QNode *parent = nullptr);
private:
Q_DECLARE_PRIVATE(QDebugOverlay)
};
} // Qt3DRender
QT_END_NAMESPACE
#endif // QDEBUGOVERLOAY_H

View File

@ -0,0 +1,73 @@
/****************************************************************************
**
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QDEBUGOVERLAY_P_H
#define QDEBUGOVERLAY_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <Qt3DRender/qdebugoverlay.h>
#include <Qt3DRender/private/qframegraphnode_p.h>
#include <QtCore/qmutex.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
class QDebugOverlayPrivate : public QFrameGraphNodePrivate
{
public:
QDebugOverlayPrivate();
~QDebugOverlayPrivate();
Q_DECLARE_PUBLIC(QDebugOverlay)
};
} // Qt3DRender
QT_END_NAMESPACE
#endif // QDEBUGOVERLAY_P_H

View File

@ -92,6 +92,7 @@
#include <Qt3DRender/qwaitfence.h>
#include <Qt3DRender/qshaderimage.h>
#include <Qt3DRender/qsubtreeenabler.h>
#include <Qt3DRender/qdebugoverlay.h>
#include <Qt3DCore/qarmature.h>
#include <Qt3DCore/qjoint.h>
#include <Qt3DCore/qskeletonloader.h>
@ -159,6 +160,7 @@
#include <Qt3DRender/private/setfence_p.h>
#include <Qt3DRender/private/waitfence_p.h>
#include <Qt3DRender/private/shaderimage_p.h>
#include <Qt3DRender/private/debugoverlay_p.h>
#include <private/qrenderpluginfactory_p.h>
#include <private/qrenderplugin_p.h>
@ -330,6 +332,7 @@ void QRenderAspectPrivate::registerBackendTypes()
q->registerBackendType<QWaitFence, true>(QSharedPointer<Render::FrameGraphNodeFunctor<Render::WaitFence, QWaitFence> >::create(m_renderer));
q->registerBackendType<QNoPicking, true>(QSharedPointer<Render::FrameGraphNodeFunctor<Render::NoPicking, QNoPicking> >::create(m_renderer));
q->registerBackendType<QSubtreeEnabler, true>(QSharedPointer<Render::FrameGraphNodeFunctor<Render::SubtreeEnabler, QSubtreeEnabler> >::create(m_renderer));
q->registerBackendType<QDebugOverlay, true>(QSharedPointer<Render::FrameGraphNodeFunctor<Render::DebugOverlay, QDebugOverlay> >::create(m_renderer));
// Picking
q->registerBackendType<QObjectPicker, true>(QSharedPointer<Render::NodeFunctor<Render::ObjectPicker, Render::ObjectPickerManager> >::create(m_renderer));
@ -404,6 +407,7 @@ void QRenderAspectPrivate::unregisterBackendTypes()
unregisterBackendType<QSetFence>();
unregisterBackendType<QWaitFence>();
unregisterBackendType<QSubtreeEnabler>();
unregisterBackendType<QDebugOverlay>();
// Picking
unregisterBackendType<QObjectPicker>();
@ -565,7 +569,6 @@ QVariant QRenderAspect::executeCommand(const QStringList &args)
}
if (args.front() == QLatin1String("scenegraph"))
return droot->dumpSceneGraph();
return {};
}
return d->m_renderer->executeCommand(args);

View File

@ -0,0 +1,10 @@
INCLUDEPATH += $$PWD
include($$QT3D_ROOT/src/3rdparty/imgui/imgui.pri)
HEADERS += \
$$PWD/imguirenderer_p.h \
$$PWD/imconfig.h
SOURCES += \
$$PWD/imguirenderer.cpp

View File

@ -0,0 +1,717 @@
/****************************************************************************
**
** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
/*
* Based on https://github.com/seanchas116/qtimgui/
*
* MIT License https://github.com/seanchas116/qtimgui/blob/master/LICENSE
*
*/
#include "imguirenderer_p.h"
#include <Qt3DRender/private/renderview_p.h>
#include <Qt3DRender/private/renderer_p.h>
#include <Qt3DRender/private/geometryrenderermanager_p.h>
#include <QDateTime>
#include <QGuiApplication>
#include <QMouseEvent>
#include <QClipboard>
#include <QCursor>
#include <QOpenGLExtraFunctions>
#include "imgui.h"
#ifndef GL_VERTEX_ARRAY_BINDING
// just for building on some platforms, won't run anyway as this requires GL/ES > 2
#define GL_VERTEX_ARRAY_BINDING 0x85B5
#endif
QT_BEGIN_NAMESPACE
using namespace Qt3DRender;
using namespace Render;
using namespace Render::Debug;
namespace {
const QHash<int, ImGuiKey> keyMap = {
{ Qt::Key_Tab, ImGuiKey_Tab },
{ Qt::Key_Left, ImGuiKey_LeftArrow },
{ Qt::Key_Right, ImGuiKey_RightArrow },
{ Qt::Key_Up, ImGuiKey_UpArrow },
{ Qt::Key_Down, ImGuiKey_DownArrow },
{ Qt::Key_PageUp, ImGuiKey_PageUp },
{ Qt::Key_PageDown, ImGuiKey_PageDown },
{ Qt::Key_Home, ImGuiKey_Home },
{ Qt::Key_End, ImGuiKey_End },
{ Qt::Key_Delete, ImGuiKey_Delete },
{ Qt::Key_Backspace, ImGuiKey_Backspace },
{ Qt::Key_Enter, ImGuiKey_Enter },
{ Qt::Key_Escape, ImGuiKey_Escape },
{ Qt::Key_A, ImGuiKey_A },
{ Qt::Key_C, ImGuiKey_C },
{ Qt::Key_V, ImGuiKey_V },
{ Qt::Key_X, ImGuiKey_X },
{ Qt::Key_Y, ImGuiKey_Y },
{ Qt::Key_Z, ImGuiKey_Z },
};
QByteArray g_currentClipboardText;
// doesn't handle primitive restart when using indexes
int vertexToPrimitiveCount(Qt3DRender::QGeometryRenderer::PrimitiveType primitiveType, int numVertices) {
int nPrimitives = 0;
switch (primitiveType) {
case QGeometryRenderer::Points:
case QGeometryRenderer::LineLoop: nPrimitives += numVertices; break;
case QGeometryRenderer::Triangles: nPrimitives += numVertices / 3; break;
case QGeometryRenderer::Lines: nPrimitives += numVertices / 2; break;
case QGeometryRenderer::TriangleFan:
case QGeometryRenderer::TriangleStrip:
case QGeometryRenderer::LineStrip: nPrimitives += numVertices - 1; break;
case QGeometryRenderer::TrianglesAdjacency: nPrimitives += numVertices / 6; break;
case QGeometryRenderer::TriangleStripAdjacency:
case QGeometryRenderer::LineStripAdjacency: nPrimitives += numVertices / 2 - 1; break;
case QGeometryRenderer::LinesAdjacency: nPrimitives += numVertices / 4; break;
case QGeometryRenderer::Patches: nPrimitives += 1;
}
return nPrimitives;
}
const char *primitiveTypeName(Qt3DRender::QGeometryRenderer::PrimitiveType primitiveType) {
switch (primitiveType) {
case QGeometryRenderer::Points: return "Points";
case QGeometryRenderer::LineLoop: return "LineLoop";
case QGeometryRenderer::Triangles: return "Triangles";
case QGeometryRenderer::TrianglesAdjacency: return "TriangleAdjacency";
case QGeometryRenderer::TriangleFan: return "TriangleFan";
case QGeometryRenderer::TriangleStrip: return "TriangleStrip";
case QGeometryRenderer::TriangleStripAdjacency: return "TriangleStringAdjacency";
case QGeometryRenderer::LineStrip: return "LineStrip";
case QGeometryRenderer::LineStripAdjacency: return "LineStripAdjacency";
case QGeometryRenderer::Lines: return "Lines";
case QGeometryRenderer::LinesAdjacency: return "LinesAdjacency";
case QGeometryRenderer::Patches: return "Patches";
}
return "";
}
}
ImGuiRenderer::ImGuiRenderer(Renderer *renderer)
: m_renderer(renderer)
{
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
for (ImGuiKey key : keyMap.values())
io.KeyMap[key] = key;
#ifndef QT_NO_CLIPBOARD
io.SetClipboardTextFn = [](void *user_data, const char *text) {
Q_UNUSED(user_data)
QGuiApplication::clipboard()->setText(QString::fromLatin1(text));
};
io.GetClipboardTextFn = [](void *user_data) {
Q_UNUSED(user_data)
g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8();
return static_cast<const char *>(g_currentClipboardText.data());
};
#endif
std::fill(std::begin(m_fpsLog), std::end(m_fpsLog), 0.f);
std::fill(std::begin(m_jobsLog), std::end(m_jobsLog), 0.f);
m_fpsRange.first = m_fpsRange.second = 0.f;
m_jobsRange.first = m_jobsRange.second = 0.f;
}
void ImGuiRenderer::renderDebugOverlay(const QVector<RenderView *> &renderViews, const RenderView *renderView, int jobsInLastFrame)
{
if (!newFrame(renderView))
return;
const int renderViewsCount = renderViews.size();
int logIndex = qMin(IMGUI_PERF_LOG_SIZE - 1, ImGui::GetFrameCount());
if (logIndex == IMGUI_PERF_LOG_SIZE - 1) {
std::rotate(std::begin(m_fpsLog), std::begin(m_fpsLog) + 1, std::end(m_fpsLog));
std::rotate(std::begin(m_jobsLog), std::begin(m_jobsLog) + 1, std::end(m_jobsLog));
}
m_fpsLog[logIndex] = ImGui::GetIO().Framerate;
m_fpsRange.first = m_fpsRange.second = 0.f;
for (float v: m_fpsLog) {
m_fpsRange.first = qMin(m_fpsRange.first, qMax(v - 5.f, 0.f));
m_fpsRange.second = qMax(m_fpsRange.second, v + 2.f);
}
m_jobsLog[logIndex] = jobsInLastFrame;
m_jobsRange.first = m_jobsRange.second = 0.f;
for (float v: m_jobsLog) {
m_jobsRange.first = qMin(m_jobsRange.first, qMax(v - 5.f, 0.f));
m_jobsRange.second = qMax(m_jobsRange.second, v + 2.f);
}
{
bool pj = m_renderer->services()->systemInformation()->isTraceEnabled();
bool pg = m_renderer->services()->systemInformation()->isGraphicsTraceEnabled();
ImGui::Begin("Qt3D Profiling");
char caption[50];
sprintf(caption, "Avg %.3f ms/frame (%.1f FPS)", static_cast<double>(1000.0f / ImGui::GetIO().Framerate), static_cast<double>(ImGui::GetIO().Framerate));
ImGui::PlotLines("FPS", m_fpsLog, logIndex + 1, 0, caption, m_fpsRange.first, m_fpsRange.second, ImVec2(0, 80));
ImGui::PlotHistogram("Jobs", m_jobsLog, logIndex + 1, 0, nullptr, m_jobsRange.first, m_jobsRange.second, ImVec2(0, 80));
ImGui::Text("Profiling: ");
ImGui::SameLine();
if (ImGui::Checkbox("Jobs", &pj))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "setTraceEnabled", Qt::QueuedConnection, Q_ARG(bool, pj));
ImGui::SameLine();
if (ImGui::Checkbox("GL", &pg))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "setGraphicsTraceEnabled", Qt::QueuedConnection, Q_ARG(bool, pg));
ImGui::SameLine();
if (ImGui::Button("Reveal"))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "revealLogFolder", Qt::QueuedConnection);
int nCommands = 0;
int nVertices = 0;
int nPrimitives = 0;
QSet<HGeometryRenderer> inUseGeometries;
QSet<Qt3DCore::QNodeId> inUseTextures;
for (int j=0; j<renderViewsCount; j++) {
const auto &commands = renderViews.at(j)->commands();
nCommands += commands.size();
for (int k=0; k<commands.size(); k++) {
const RenderCommand &command = commands.at(k);
if (command.m_type != RenderCommand::Draw)
continue;
nVertices += command.m_primitiveCount;
nPrimitives += vertexToPrimitiveCount(command.m_primitiveType, command.m_primitiveCount);
inUseGeometries.insert(command.m_geometryRenderer);
const auto &textures = command.m_parameterPack.textures();
for (const auto &ns: textures)
inUseTextures.insert(ns.nodeId);
}
}
auto columnNumber = [](int i) {
if (i == 0)
ImGui::Text("--");
else
ImGui::Text(" %d", i);
ImGui::NextColumn();
};
auto column2Numbers = [](int i, int of) {
if (of == 0)
ImGui::Text("--");
else
ImGui::Text(" %d of %d", i, of);
ImGui::NextColumn();
};
ImGui::Columns(5);
ImGui::Separator();
for (auto s: {"Jobs", "RV", "Cmds", "Verts", "Prims"}) {
ImGui::Text("#%s", s);
ImGui::NextColumn();
}
for (auto s: {jobsInLastFrame, renderViewsCount, nCommands, nVertices, nPrimitives})
columnNumber(s);
ImGui::Columns(3);
ImGui::Separator();
for (auto s: {"Entities", "Geometries", "Textures"}) {
ImGui::Text("#%s", s);
ImGui::NextColumn();
}
columnNumber(m_renderer->nodeManagers()->renderNodesManager()->count());
column2Numbers(inUseGeometries.size(), m_renderer->nodeManagers()->geometryRendererManager()->count());
column2Numbers(inUseTextures.size(), m_renderer->nodeManagers()->textureManager()->count());
ImGui::Columns(1);
ImGui::Separator();
ImGui::AlignTextToFramePadding();
ImGui::Text("Show:");
ImGui::SameLine();
if (ImGui::Button("GL Info"))
m_showGLInfoWindow = !m_showGLInfoWindow;
ImGui::SameLine();
if (ImGui::Button("Render Views"))
m_showRenderDetailsWindow = !m_showRenderDetailsWindow;
ImGui::AlignTextToFramePadding();
ImGui::Text("Dump:");
ImGui::SameLine();
if (ImGui::Button("SceneGraph##1"))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render scenegraph")));
ImGui::SameLine();
if (ImGui::Button("FrameGraph##1"))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render framegraph")));
ImGui::SameLine();
if (ImGui::Button("FrameGraph Paths##1"))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render framepaths")));
ImGui::End();
if (m_showGLInfoWindow)
showGLInfo();
if (m_showRenderDetailsWindow)
showRenderDetails(renderViews);
}
ImGui::Render();
renderDrawList(ImGui::GetDrawData());
}
void ImGuiRenderer::showGLInfo()
{
const GraphicsApiFilterData *contextInfo = m_renderer->submissionContext()->contextInfo();
ImGui::Begin("Open GL Details", &m_showGLInfoWindow);
ImGui::Text("API: %s %d.%d", contextInfo->m_api == QGraphicsApiFilter::OpenGL ? "OpenGL" : "OpenGLES"
, contextInfo->m_major, contextInfo->m_minor);
if (contextInfo->m_api == QGraphicsApiFilter::OpenGL)
ImGui::Text("Profile: %s", contextInfo->m_profile == QGraphicsApiFilter::CoreProfile ? "Core" :
contextInfo->m_profile == QGraphicsApiFilter::CompatibilityProfile ? "Compatibity" : "Node");
// TODO show capabilities
GLint maxTextureSize, maxTextureUnits;
m_funcs->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
m_funcs->glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
ImGui::Text("Texture max size: %d Units: %d", maxTextureSize, maxTextureUnits);
if (ImGui::Button("Dump"))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render glinfo")));
ImGui::End();
}
void ImGuiRenderer::showRenderDetails(const QVector<RenderView *> &renderViews)
{
ImGui::Begin("Render Views", &m_showRenderDetailsWindow);
int i = 1;
for (const RenderView *view: renderViews) {
QString label(QLatin1String("View ") + QString::number(i++));
if (ImGui::TreeNode(label.toLatin1().data())) {
ImGui::Text("Viewport: (%.1f, %.1f, %.1f, %.1f)", view->viewport().x(), view->viewport().y(),
view->viewport().width(), view->viewport().height());
ImGui::Text("Surface Size: (%d, %d)", view->surfaceSize().width(), view->surfaceSize().height());
ImGui::Text("Pixel Ratio: %.1f", view->devicePixelRatio());
ImGui::Text("No Draw: %s", view->noDraw() ? "TRUE" : "FALSE");
ImGui::Text("Frustum Culling: %s", view->frustumCulling() ? "TRUE" : "FALSE");
ImGui::Text("Compute: %s", view->isCompute() ? "TRUE" : "FALSE");
ImGui::Text("Clear Depth Value: %f", static_cast<double>(view->clearDepthValue()));
ImGui::Text("Clear Stencil Value: %d", view->clearStencilValue());
int j = 1;
const auto commands = view->commands();
for (const RenderCommand &command: commands) {
QString label(QLatin1String("Command ") + QString::number(j++));
if (ImGui::TreeNode(label.toLatin1().data())) {
ImGui::Text("Primitive Type: %s %s", primitiveTypeName(command.m_primitiveType),
command.m_drawIndexed ? "(indexed)" : "");
ImGui::Text("# Vertices: %d", command.m_primitiveCount);
ImGui::Text("# Primitives: %d", vertexToPrimitiveCount(command.m_primitiveType, command.m_primitiveCount));
ImGui::Text("# Instances: %d", command.m_instanceCount);
ImGui::TreePop();
}
}
ImGui::TreePop();
ImGui::Separator();
}
}
if (ImGui::Button("Dump"))
QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render rendercommands")));
ImGui::End();
}
void ImGuiRenderer::renderDrawList(ImDrawData *draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = int(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = int(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLint last_active_texture; m_funcs->glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
m_funcs->glActiveTexture(GL_TEXTURE0);
GLint last_program; m_funcs->glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; m_funcs->glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer; m_funcs->glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; m_funcs->glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; m_funcs->glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src_rgb; m_funcs->glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
GLint last_blend_dst_rgb; m_funcs->glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
GLint last_blend_src_alpha; m_funcs->glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
GLint last_blend_dst_alpha; m_funcs->glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
GLint last_blend_equation_rgb; m_funcs->glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; m_funcs->glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_viewport[4]; m_funcs->glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; m_funcs->glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLboolean last_enable_blend = m_funcs->glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = m_funcs->glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = m_funcs->glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = m_funcs->glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
m_funcs->glEnable(GL_BLEND);
m_funcs->glBlendEquation(GL_FUNC_ADD);
m_funcs->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_funcs->glDisable(GL_CULL_FACE);
m_funcs->glDisable(GL_DEPTH_TEST);
m_funcs->glEnable(GL_SCISSOR_TEST);
// Setup viewport, orthographic projection matrix
m_funcs->glViewport(0, 0, static_cast<GLsizei>(fb_width), static_cast<GLsizei>(fb_height));
const float ortho_projection[4][4] = {
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{-1.0f, 1.0f, 0.0f, 1.0f },
};
m_funcs->glUseProgram(m_shaderHandle);
m_funcs->glUniform1i(m_attribLocationTex, 0);
m_funcs->glUniformMatrix4fv(m_attribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
m_funcs->glBindVertexArray(m_vaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = nullptr;
m_funcs->glBindBuffer(GL_ARRAY_BUFFER, m_vboHandle);
m_funcs->glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(cmd_list->VtxBuffer.Size) * sizeof(ImDrawVert), static_cast<const GLvoid*>(cmd_list->VtxBuffer.Data), GL_STREAM_DRAW);
m_funcs->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementsHandle);
m_funcs->glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(cmd_list->IdxBuffer.Size) * sizeof(ImDrawIdx), static_cast<const GLvoid*>(cmd_list->IdxBuffer.Data), GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) {
pcmd->UserCallback(cmd_list, pcmd);
} else {
m_funcs->glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
m_funcs->glScissor(static_cast<int>(pcmd->ClipRect.x), static_cast<int>(fb_height - pcmd->ClipRect.w),
static_cast<int>(pcmd->ClipRect.z - pcmd->ClipRect.x), static_cast<int>(pcmd->ClipRect.w - pcmd->ClipRect.y));
m_funcs->glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(pcmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
idx_buffer_offset += pcmd->ElemCount;
}
}
// Restore modified GL state
m_funcs->glUseProgram(last_program);
m_funcs->glBindTexture(GL_TEXTURE_2D, last_texture);
m_funcs->glActiveTexture(last_active_texture);
m_funcs->glBindVertexArray(last_vertex_array);
m_funcs->glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
m_funcs->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
m_funcs->glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
m_funcs->glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend)
m_funcs->glEnable(GL_BLEND); else m_funcs->glDisable(GL_BLEND);
if (last_enable_cull_face)
m_funcs->glEnable(GL_CULL_FACE); else m_funcs->glDisable(GL_CULL_FACE);
if (last_enable_depth_test)
m_funcs->glEnable(GL_DEPTH_TEST); else m_funcs->glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test)
m_funcs->glEnable(GL_SCISSOR_TEST); else m_funcs->glDisable(GL_SCISSOR_TEST);
m_funcs->glViewport(last_viewport[0], last_viewport[1], static_cast<GLsizei>(last_viewport[2]), static_cast<GLsizei>(last_viewport[3]));
m_funcs->glScissor(last_scissor_box[0], last_scissor_box[1], static_cast<GLsizei>(last_scissor_box[2]), static_cast<GLsizei>(last_scissor_box[3]));
}
bool ImGuiRenderer::createFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
m_funcs->glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
m_funcs->glGenTextures(1, &m_fontTexture);
m_funcs->glBindTexture(GL_TEXTURE_2D, m_fontTexture);
m_funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
m_funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
m_funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)m_fontTexture;
// Restore state
m_funcs->glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
bool ImGuiRenderer::createDeviceObjects()
{
auto *glContext = m_renderer->submissionContext()->openGLContext();
if (glContext->format().majorVersion() < 3) {
qWarning() << "Qt3D Profiling overlay requires GL or GL ES >= 3";
return false;
}
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
m_funcs->glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
m_funcs->glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
m_funcs->glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar *vertex_shader_es3 =
"#version 110\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
"}\n";
const GLchar* fragment_shader_es3 =
"#version 110\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
// m_shaderHandle = m_funcs->glCreateProgram();
// m_vertHandle = m_funcs->glCreateShader(GL_VERTEX_SHADER);
// m_fragHandle = m_funcs->glCreateShader(GL_FRAGMENT_SHADER);
// auto *glContext = m_renderer->submissionContext()->openGLContext();
// m_funcs->glShaderSource(m_vertHandle, 1, &vertex_shader, nullptr);
// m_funcs->glShaderSource(m_fragHandle, 1, &fragment_shader, nullptr);
// m_funcs->glCompileShader(m_vertHandle);
// m_funcs->glCompileShader(m_fragHandle);
// m_funcs->glAttachShader(m_shaderHandle, m_vertHandle);
// m_funcs->glAttachShader(m_shaderHandle, m_fragHandle);
// m_funcs->glLinkProgram(m_shaderHandle);
QString logs;
m_shader = new QOpenGLShaderProgram(this);
if (glContext->isOpenGLES()) {
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader_es3))
logs += m_shader->log();
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader_es3))
logs += m_shader->log();
} else {
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader))
logs += m_shader->log();
if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader))
logs += m_shader->log();
}
m_shader->link();
logs += m_shader->log();
if (!logs.isEmpty())
qWarning() << logs;
m_shaderHandle = m_shader->programId();
m_attribLocationTex = m_funcs->glGetUniformLocation(m_shaderHandle, "Texture");
m_attribLocationProjMtx = m_funcs->glGetUniformLocation(m_shaderHandle, "ProjMtx");
m_attribLocationPosition = m_funcs->glGetAttribLocation(m_shaderHandle, "Position");
m_attribLocationUV = m_funcs->glGetAttribLocation(m_shaderHandle, "UV");
m_attribLocationColor = m_funcs->glGetAttribLocation(m_shaderHandle, "Color");
m_funcs->glGenBuffers(1, &m_vboHandle);
m_funcs->glGenBuffers(1, &m_elementsHandle);
m_funcs->glGenVertexArrays(1, &m_vaoHandle);
m_funcs->glBindVertexArray(m_vaoHandle);
m_funcs->glBindBuffer(GL_ARRAY_BUFFER, m_vboHandle);
m_funcs->glEnableVertexAttribArray(m_attribLocationPosition);
m_funcs->glEnableVertexAttribArray(m_attribLocationUV);
m_funcs->glEnableVertexAttribArray(m_attribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) (reinterpret_cast<size_t>(&((static_cast<TYPE *>(nullptr))->ELEMENT)))
m_funcs->glVertexAttribPointer(m_attribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast<GLvoid*>(OFFSETOF(ImDrawVert, pos)));
m_funcs->glVertexAttribPointer(m_attribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast<GLvoid*>(OFFSETOF(ImDrawVert, uv)));
m_funcs->glVertexAttribPointer(m_attribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), reinterpret_cast<GLvoid*>(OFFSETOF(ImDrawVert, col)));
#undef OFFSETOF
createFontsTexture();
// Restore modified GL state
m_funcs->glBindTexture(GL_TEXTURE_2D, last_texture);
m_funcs->glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
m_funcs->glBindVertexArray(last_vertex_array);
return true;
}
bool ImGuiRenderer::newFrame(const RenderView *renderView)
{
if (!m_funcs)
m_funcs = m_renderer->submissionContext()->openGLContext()->extraFunctions();
if (!m_fontTexture)
createDeviceObjects();
if (!m_shader)
return false;
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
io.DisplaySize = ImVec2(renderView->surfaceSize().width() / renderView->devicePixelRatio(), renderView->surfaceSize().height() / renderView->devicePixelRatio());
io.DisplayFramebufferScale = ImVec2(renderView->devicePixelRatio(), renderView->devicePixelRatio());
// Setup time step
double current_time = QDateTime::currentMSecsSinceEpoch() / 1000.;
io.DeltaTime = m_time > 0.0 ? static_cast<float>(current_time - m_time) : 1.0f / 60.0f;
if (io.DeltaTime == 0.f)
io.DeltaTime = 1.0f / 60.0f;
m_time = current_time;
// Setup inputs
for (int i = 0; i < 3; i++)
io.MouseDown[i] = m_mousePressed[i];
io.MouseWheelH = m_mouseWheelH;
io.MouseWheel = m_mouseWheel;
m_mouseWheelH = 0;
m_mouseWheel = 0;
// Start the frame
ImGui::NewFrame();
return true;
}
void ImGuiRenderer::onMouseChange(QMouseEvent *event)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(event->pos().x(), event->pos().y());
m_mousePressed[0] = event->buttons() & Qt::LeftButton;
m_mousePressed[1] = event->buttons() & Qt::RightButton;
m_mousePressed[2] = event->buttons() & Qt::MiddleButton;
}
void ImGuiRenderer::onWheel(QWheelEvent *event)
{
// 5 lines per unit
m_mouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight());
m_mouseWheel += event->pixelDelta().y() / (5.f * ImGui::GetTextLineHeight());
}
void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event)
{
ImGuiIO& io = ImGui::GetIO();
if (keyMap.contains(event->key()))
io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress;
if (event->type() == QEvent::KeyPress) {
QString text = event->text();
if (text.size() == 1)
io.AddInputCharacter(static_cast<ImWchar>(text.at(0).unicode()));
}
#ifdef Q_OS_DARWIN
io.KeyCtrl = event->modifiers() & Qt::MetaModifier;
io.KeyShift = event->modifiers() & Qt::ShiftModifier;
io.KeyAlt = event->modifiers() & Qt::AltModifier;
io.KeySuper = event->modifiers() & Qt::ControlModifier; // Command key
#else
io.KeyCtrl = event->modifiers() & Qt::ControlModifier;
io.KeyShift = event->modifiers() & Qt::ShiftModifier;
io.KeyAlt = event->modifiers() & Qt::AltModifier;
io.KeySuper = event->modifiers() & Qt::MetaModifier;
#endif
}
void ImGuiRenderer::processEvent(QEvent *event)
{
switch (event->type()) {
case QEvent::MouseMove:
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
this->onMouseChange(static_cast<QMouseEvent *>(event));
break;
case QEvent::Wheel:
this->onWheel(static_cast<QWheelEvent *>(event));
break;
case QEvent::KeyPress:
case QEvent::KeyRelease:
this->onKeyPressRelease(static_cast<QKeyEvent *>(event));
break;
default:
break;
}
}
QT_END_NAMESPACE

View File

@ -0,0 +1,132 @@
/****************************************************************************
**
** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QT3D_RENDER_GL_IMGUIRENDER_H_
#define QT3D_RENDER_GL_IMGUIRENDER_H_
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QObject>
#include <QOpenGLFunctions>
#include <QPoint>
#include <memory>
struct ImDrawData;
QT_BEGIN_NAMESPACE
class QMouseEvent;
class QWheelEvent;
class QKeyEvent;
class QOpenGLExtraFunctions;
class QOpenGLShaderProgram;
namespace Qt3DCore {
class QServiceLocator;
}
namespace Qt3DRender {
namespace Render {
class RenderView;
class Renderer;
namespace Debug {
#define IMGUI_PERF_LOG_SIZE 30
class ImGuiRenderer : public QObject {
Q_OBJECT
public:
ImGuiRenderer(Qt3DRender::Render::Renderer *renderer);
void processEvent(QEvent *event);
void renderDebugOverlay(const QVector<Render::RenderView *> &renderViews, const Render::RenderView *renderView, int jobsInLastFrame);
private:
bool newFrame(const RenderView *renderView);
void renderDrawList(ImDrawData *draw_data);
void onMouseChange(QMouseEvent *event);
void onWheel(QWheelEvent *event);
void onKeyPressRelease(QKeyEvent *event);
void showGLInfo();
void showRenderDetails(const QVector<Render::RenderView *> &renderViews);
bool createFontsTexture();
bool createDeviceObjects();
double m_time = 0.;
bool m_mousePressed[3] = { false, false, false };
float m_mouseWheel;
float m_mouseWheelH;
GLuint m_fontTexture = 0;
GLuint m_shaderHandle = 0, m_vertHandle = 0, m_fragHandle = 0;
int m_attribLocationTex = 0, m_attribLocationProjMtx = 0;
int m_attribLocationPosition = 0, m_attribLocationUV = 0, m_attribLocationColor = 0;
unsigned int m_vboHandle = 0, m_vaoHandle = 0, m_elementsHandle = 0;
Renderer *m_renderer;
QOpenGLExtraFunctions *m_funcs = nullptr;
QOpenGLShaderProgram *m_shader = nullptr;
bool m_showGLInfoWindow = false;
bool m_showRenderDetailsWindow = false;
float m_fpsLog[IMGUI_PERF_LOG_SIZE];
float m_jobsLog[IMGUI_PERF_LOG_SIZE];
std::pair<float, float> m_fpsRange;
std::pair<float, float> m_jobsRange;
};
} // namespace Debug
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3D_RENDER_GL_IMGUIRENDER_H_

View File

@ -236,6 +236,11 @@ void setRenderViewConfigFromFrameGraphLeafNode(RenderView *rv, const FrameGraphN
}
break;
}
case FrameGraphNode::DebugOverlay:
rv->setShowDebugOverlay(true);
break;
case FrameGraphNode::RenderCapture: {
auto *renderCapture = const_cast<Render::RenderCapture *>(
static_cast<const Render::RenderCapture *>(node));

View File

@ -6,6 +6,8 @@ include (textures/textures.pri)
include (graphicshelpers/graphicshelpers.pri)
include (renderstates/renderstates.pri)
!integrity: include (debug/debug.pri)
gcov {
QMAKE_CXXFLAGS += -fprofile-arcs -ftest-coverage
QMAKE_LFLAGS += -fprofile-arcs -ftest-coverage

View File

@ -95,6 +95,9 @@
#include <Qt3DRender/private/qshaderprogram_p.h>
#include <Qt3DRender/private/filterentitybycomponentjob_p.h>
#include <Qt3DRender/private/commandexecuter_p.h>
#ifndef Q_OS_INTEGRITY
#include <Qt3DRender/private/imguirenderer_p.h>
#endif
#include <Qt3DRender/qcameralens.h>
#include <Qt3DCore/private/qeventfilterservice_p.h>
@ -279,6 +282,8 @@ Renderer::Renderer(QRenderAspect::RenderType type)
, m_offscreenHelper(nullptr)
, m_commandExecuter(new Qt3DRender::Debug::CommandExecuter(this))
, m_shouldSwapBuffers(true)
, m_imGuiRenderer(nullptr)
, m_jobsInLastFrame(0)
{
// Set renderer as running - it will wait in the context of the
// RenderThread for RenderViews to be submitted
@ -330,6 +335,10 @@ Renderer::~Renderer()
if (!m_ownedContext)
QObject::disconnect(m_contextConnection);
#ifndef Q_OS_INTEGRITY
delete m_imGuiRenderer;
#endif
}
void Renderer::dumpInfo() const
@ -1485,6 +1494,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren
}
QSurface *lastUsedSurface = nullptr;
bool imGuiOverlayShown = false;
for (int i = 0; i < renderViewsCount; ++i) {
// Initialize GraphicsContext for drawing
// If the RenderView has a RenderStateSet defined
@ -1668,6 +1678,22 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren
interpolationMethod);
}
#ifndef Q_OS_INTEGRITY
if (!imGuiOverlayShown && renderView->showDebugOverlay()) {
imGuiOverlayShown = true;
if (!m_imGuiRenderer)
m_imGuiRenderer = new Debug::ImGuiRenderer(this);
{
QMutexLocker l(&m_frameEventsMutex);
for (auto &keyEvent: m_frameKeyEvents)
m_imGuiRenderer->processEvent(&keyEvent);
for (auto &mouseEvent: m_frameMouseEvents)
m_imGuiRenderer->processEvent(&mouseEvent.second);
}
m_imGuiRenderer->renderDebugOverlay(renderViews, renderView, m_jobsInLastFrame);
}
#endif
frameElapsed = timer.elapsed() - frameElapsed;
qCDebug(Rendering) << Q_FUNC_INFO << "Submitted Renderview " << i + 1 << "/" << renderViewsCount << "in " << frameElapsed << "ms";
@ -1742,6 +1768,7 @@ void Renderer::skipNextFrame()
void Renderer::jobsDone(Qt3DCore::QAspectManager *manager)
{
// called in main thread once all jobs are done running
m_jobsInLastFrame = manager->jobsInLastFrame();
// sync captured renders to frontend
const QVector<Qt3DCore::QNodeId> pendingCaptureIds = std::move(m_pendingRenderCaptureSendRequests);
@ -1761,6 +1788,24 @@ void Renderer::jobsDone(Qt3DCore::QAspectManager *manager)
// Jobs we may have to run even if no rendering will happen
QVector<QAspectJobPtr> Renderer::preRenderingJobs()
{
{
QMutexLocker l(&m_frameEventsMutex);
m_frameMouseEvents = m_pickEventFilter->pendingMouseEvents();
m_frameKeyEvents = m_pickEventFilter->pendingKeyEvents();
}
// Set values on picking jobs
RenderSettings *renderSetting = settings();
if (renderSetting != nullptr) {
m_pickBoundingVolumeJob->setRenderSettings(renderSetting);
m_pickBoundingVolumeJob->setFrameGraphRoot(frameGraphRoot());
m_pickBoundingVolumeJob->setMouseEvents(m_frameMouseEvents);
m_pickBoundingVolumeJob->setKeyEvents(m_frameKeyEvents);
m_rayCastingJob->setRenderSettings(renderSetting);
m_rayCastingJob->setFrameGraphRoot(frameGraphRoot());
}
QVector<QAspectJobPtr> jobs;
// Do we need to notify frontend about fence change?
@ -1941,27 +1986,11 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
QAspectJobPtr Renderer::pickBoundingVolumeJob()
{
// Set values on pickBoundingVolumeJob
RenderSettings *renderSetting = settings();
if (renderSetting != nullptr) {
m_pickBoundingVolumeJob->setRenderSettings(renderSetting);
m_pickBoundingVolumeJob->setFrameGraphRoot(frameGraphRoot());
m_pickBoundingVolumeJob->setMouseEvents(pendingPickingEvents());
m_pickBoundingVolumeJob->setKeyEvents(pendingKeyEvents());
}
return m_pickBoundingVolumeJob;
}
QAspectJobPtr Renderer::rayCastingJob()
{
// Set values on rayCastingJob
RenderSettings *renderSetting = settings();
if (renderSetting != nullptr) {
m_rayCastingJob->setRenderSettings(renderSetting);
m_rayCastingJob->setFrameGraphRoot(frameGraphRoot());
}
return m_rayCastingJob;
}
@ -2311,16 +2340,6 @@ void Renderer::cleanGraphicsResources()
}
}
QList<QPair<QObject *, QMouseEvent>> Renderer::pendingPickingEvents() const
{
return m_pickEventFilter->pendingMouseEvents();
}
QList<QKeyEvent> Renderer::pendingKeyEvents() const
{
return m_pickEventFilter->pendingKeyEvents();
}
const GraphicsApiFilterData *Renderer::contextInfo() const
{
return m_submissionContext->contextInfo();

View File

@ -167,6 +167,10 @@ using FilterEntityByComponentJobPtr = QSharedPointer<FilterEntityByComponentJob<
using ComputableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::ComputeCommand, Render::Material>;
using RenderableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::GeometryRenderer, Render::Material>;
namespace Debug {
class ImGuiRenderer;
}
class Q_3DRENDERSHARED_PRIVATE_EXPORT Renderer : public AbstractRenderer
{
public:
@ -282,9 +286,6 @@ public:
inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; }
QList<QPair<QObject*, QMouseEvent>> pendingPickingEvents() const;
QList<QKeyEvent> pendingKeyEvents() const;
void enqueueRenderView(RenderView *renderView, int submitOrder);
bool isReadyToSubmit();
@ -445,6 +446,12 @@ private:
QVector<FrameGraphNode *> m_frameGraphLeaves;
QScreen *m_screen = nullptr;
Debug::ImGuiRenderer *m_imGuiRenderer;
QList<QPair<QObject *, QMouseEvent>> m_frameMouseEvents;
QList<QKeyEvent> m_frameKeyEvents;
QMutex m_frameEventsMutex;
int m_jobsInLastFrame;
};
} // namespace Render

View File

@ -250,6 +250,7 @@ RenderView::RenderView()
, m_noDraw(false)
, m_compute(false)
, m_frustumCulling(false)
, m_showDebugOverlay(false)
, m_memoryBarrier(QMemoryBarrier::None)
, m_environmentLight(nullptr)
{

View File

@ -201,6 +201,8 @@ public:
const int *computeWorkGroups() const Q_DECL_NOTHROW { return m_workGroups; }
inline bool frustumCulling() const Q_DECL_NOTHROW { return m_frustumCulling; }
void setFrustumCulling(bool frustumCulling) Q_DECL_NOTHROW { m_frustumCulling = frustumCulling; }
bool showDebugOverlay() const Q_DECL_NOTHROW { return m_showDebugOverlay; }
void setShowDebugOverlay(bool showDebugOverlay) Q_DECL_NOTHROW { m_showDebugOverlay = showDebugOverlay; }
inline void setMaterialParameterTable(const MaterialParameterGathererData &parameters) Q_DECL_NOTHROW { m_parameters = parameters; }
@ -334,6 +336,7 @@ private:
bool m_noDraw:1;
bool m_compute:1;
bool m_frustumCulling:1;
bool m_showDebugOverlay:1;
int m_workGroups[3];
QMemoryBarrier::Operations m_memoryBarrier;
QVector<Qt3DCore::QNodeId> m_insertFenceIds;

View File

@ -16,5 +16,7 @@
%moduleheaders = ( # restrict the module headers to those found in relative path
);
@ignore_headers = ( "imconfig.h", "imgui.h", "imgui_internal.h", "imstb_rectpack.h", "imstb_textedit.h", "imstb_truetype.h" );
# Force generation of camel case headers for classes inside Qt3D* namespaces
$publicclassregexp = "Qt3D.*::.+";