從目前網上介紹OSG與Qml集成有兩種方式:
- 在[QtQuick2OSGItem](https://bitbucket.org/leon_manukyan/qtquick2osgitem/src/master/sampleapp/)通過繼承抽象類__QQuickFramebufferObject::Renderer__來重寫渲染接口,在__QQuickFramebufferObject__渲染成__Frame Buffer Object(FBO)__在目標Item顯示
- 繼承QQuickItem,Osg先初始化,渲染成FBO,通過接口__updatePaintNode()__來更新FBO數據.
第一種方法實現起來比較優雅方便,但是不支持多pass渲染,本文主要介紹第二種。在本文用EventAdapter繼承QQuickItem作爲連接QtQuick與Osg的一個基類,後面只要繼承這個類並註冊到qml就可以了。
- __QQuickItem__繼承自QObject和QQmlParserStatus,前者是Qt的基類,可以說在Qt中玩物起源於QObject,但這個類和Osg沒有直接的關係,而QQmlParserStatus描述的是在Qml中的狀態關係,所以從QQuickItem需要一個實體來描述這個窗體,從QQuickItem的接口看來,這個窗體的創建就是QQuickWindow,所以我們可以通過QQuickWindow將Osg創建出來的FrameBuffer綁定到QQuickWindow上,在QQuickItem的信號中,我們可以通過windowChanged()來判斷窗體的產生,從而初始化OpenGL的上下文(也即初始化osg)
- 要向Osg傳遞鼠標和鍵盤之間,需要重寫__QQuickItem__的鼠標接口和按鍵接口,這個我們在處理特定的鼠標或者按鍵事件的原理是一樣的
- 在本文中將fbo渲染到textureNode中,所以在重載接口updatePaintNode()需要判斷old是否更新,如果更新,將器刪除。
- 如果窗口大小發生了改變,要在geometryChanged()去更新fbo
- 利用QQuickWindow在每一幀渲染前(beforeRendering()),渲染每一幀的fbo
最後看代碼
#pragma once
#include <QtQuick/QQuickItem>
#include <QtQuick/QQuickWindow>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtQuick/QSGSimpleTextureNode>
#include <QtCore/QDebug>
#include <QtCore/QObject>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtQuick/QSGSimpleTextureNode>
#include <QtQuick/QQuickWindow>
#include <QtQuick/QQuickItem>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFunctions>
#include <osgViewer/CompositeViewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgDB/ReadFile>
class EventAdapter : public QQuickItem
{
Q_OBJECT
public:
explicit EventAdapter(QQuickItem *parent = nullptr);
osgViewer::Viewer* getViewer();
public slots:
protected:
void geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry);
void mousePressEvent(QMouseEvent *event);
void mouseMoveEvent(QMouseEvent *event);
void mouseReleaseEvent(QMouseEvent *event);
void wheelEvent(QWheelEvent *event);
void keyPressEvent(QKeyEvent *event);
QSGNode* updatePaintNode(QSGNode *oldNode,
UpdatePaintNodeData *updatePaintNodeData);
public:
inline int mouseButton(QMouseEvent *event)
{
int button = 0;
switch (event->button())
{
case Qt::LeftButton: button = 1; break;
case Qt::MidButton: button = 2; break;
case Qt::RightButton: button = 3; break;
case Qt::NoButton: button = 0; break;
default: button = 0; break;
}
return button;
}
public:
osg::ref_ptr<osgViewer::Viewer> viewer;
QOpenGLFramebufferObject *fbo;
QSGTexture *texture;
QSGSimpleTextureNode *textureNode;
public slots:
void updateViewport();
private slots:
void onWindowChanged(QQuickWindow *window);
void frame();
private:
void initOSG();
void initFBO();
void updateFBO();
};
#include "EventAdapter.h"
#include<osgGA/StateSetManipulator>
EventAdapter::EventAdapter(QQuickItem *parent) :
QQuickItem(parent),
fbo(nullptr),
texture(nullptr),
textureNode(nullptr)
{
initOSG();
connect(this, SIGNAL(windowChanged(QQuickWindow*)),
this, SLOT(onWindowChanged(QQuickWindow*)));
setAcceptHoverEvents(true);
setAcceptedMouseButtons(Qt::AllButtons);
}
void EventAdapter::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
{
if (window())
{
updateViewport();
}
QQuickItem::geometryChanged(newGeometry, oldGeometry);
}
void EventAdapter::mousePressEvent(QMouseEvent *event)
{
int button = mouseButton(event);
viewer->getEventQueue()->mouseButtonPress(event->x(), event->y(), button);
}
void EventAdapter::mouseMoveEvent(QMouseEvent *event)
{
viewer->getEventQueue()->mouseMotion(event->x(), event->y());
}
void EventAdapter::mouseReleaseEvent(QMouseEvent *event)
{
int button = mouseButton(event);
viewer->getEventQueue()->mouseButtonRelease(event->x(), event->y(), button);
}
void EventAdapter::keyPressEvent(QKeyEvent *event)
{
viewer->getEventQueue()->keyPress(static_cast<int>(*(event->text().toLatin1().data())));
}
void EventAdapter::wheelEvent(QWheelEvent *event)
{
if (event->delta() > 0)
viewer->getEventQueue()->mouseScroll(osgGA::GUIEventAdapter::SCROLL_UP);
else
viewer->getEventQueue()->mouseScroll(osgGA::GUIEventAdapter::SCROLL_DOWN);
}
QSGNode *EventAdapter::updatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *updatePaintNodeData)
{
if (oldNode && oldNode != textureNode) {
delete oldNode;
}
Q_UNUSED(updatePaintNodeData)
return textureNode;
}
void EventAdapter::updateViewport()
{
if (!this->window())
return;
QSize size(this->boundingRect().size().toSize());
viewer->getCamera()->getGraphicsContext()->resizedImplementation(0, 0, size.width(), size.height());
osgGA::GUIEventAdapter *ea = viewer->getEventQueue()->getCurrentEventState();
ea->setXmin(0);
ea->setXmax(size.width());
ea->setYmin(0);
ea->setYmax(size.height());
viewer->getCamera()->setViewport(0, 0, size.width(), size.height());
viewer->getCamera()->setProjectionMatrixAsPerspective(30.0f, static_cast<double>(size.width()) / static_cast<double>(size.height()), 0.1f, 10000.0f);
// view->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
// view->getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);
if (texture && texture->textureSize() != size) {
updateFBO();
}
}
void EventAdapter::initOSG() {
viewer = new osgViewer::Viewer();
viewer->addEventHandler( new osgGA::StateSetManipulator(viewer->getCamera()->getOrCreateStateSet()) );
viewer->addEventHandler(new osgViewer::StatsHandler);
//viewer->addEventHandler(new osgViewer::WindowSizeHandler);
//viewer->getEventQueue()->getCurrentEventState()
}
void EventAdapter::initFBO() {
QRectF rect = this->boundingRect();
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
QSize size(rect.size().toSize());
fbo = new QOpenGLFramebufferObject(size, format);
texture = this->window()->createTextureFromId(fbo->texture(), size);
textureNode = new QSGSimpleTextureNode();
textureNode->setRect(0, this->height(), this->width(), -height());
textureNode->setTexture(texture);
this->setFlag(QQuickItem::ItemHasContents, true);
updateViewport();
this->update();
}
void EventAdapter::updateFBO() {
if (fbo)
delete fbo;
QRectF rect = this->mapRectToItem(nullptr, boundingRect());
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
QSize size(rect.size().toSize());
fbo = new QOpenGLFramebufferObject(size, format);
if (texture)
delete texture;
texture = window()->createTextureFromId(fbo->texture(), size);
textureNode = new QSGSimpleTextureNode();
textureNode->setRect(0, height(), width(), -this->height());
textureNode->setTexture(texture);
this->update();
}
void EventAdapter::onWindowChanged(QQuickWindow *window)
{
if (!window)
{
return;
}
//std::cout << "onWindowChanged" << std::endl;
connect(window, SIGNAL(beforeRendering()),
this, SLOT(frame()), Qt::DirectConnection);
window->setClearBeforeRendering(false);
osg::ref_ptr<osgViewer::GraphicsWindowEmbedded> graphicsWindow
= new osgViewer::GraphicsWindowEmbedded(0, 0, window->width(), window->height());
graphicsWindow->setClearColor(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f));
viewer->getCamera()->setGraphicsContext(graphicsWindow);
updateViewport();
connect(window, SIGNAL(widthChanged(int)),
this, SLOT(updateViewport()));
connect(window, SIGNAL(heightChanged(int)),
this, SLOT(updateViewport()));
}
void EventAdapter::frame()
{
window()->update();
if(!fbo)
initFBO();
if(fbo)
{
fbo->bind();
}
QOpenGLContext::currentContext()->functions()->glUseProgram(0);
viewer->frame();
}
osgViewer::Viewer* EventAdapter::getViewer()
{
return viewer.get();
}
注:
-
由於Qml默認QSG_RENDER_LOOP是threaded,所以需要在環境變量設置QSG_RENDER_LOOP爲basic或者window,要不然會有崩潰現象,關於QtQuick的渲染機制,具體可以參考QtQuick基礎教程(四)—場景渲染(Scene Graph)
-
需要將EventAdapter或者其子類註冊到Qml中
qmlRegisterType<SceneItem>("Hohai.Controls", 1, 0, "EventAdapter");