我正在尝试使用Qt3D创建一个应用程序,以便在同一场景中创建多个 View 窗口。我从Qt3DWindow和Simple C++ Example的代码开始,然后开始四处移动。我想到的是,每个 View 窗口将定义自己的框架图(现在仅使用简单的QForwardRenderer)和照相机,然后将每个窗口的框架图添加到场景中的主框架图。
创建多个窗口时,一切似乎工作正常,但是当我关闭窗口并开始删除框架图时,应用程序崩溃。它崩溃在Qt3DCore或Qt3DRender模块中某个地方的后台线程上,我无法获取源代码。据我了解,我应该能够在运行时动态修改框架图,但这不是线程安全的吗?您是否希望像我正在做的那样用一个框架图批量替换另一个框架图,而不是修改 Activity 框架图?
---编辑---
我做了一些测试,如果我从父框架图中删除了它的框架图之后,延迟了一段时间破坏QWindow(即它试图渲染的表面),我不会崩溃。但是,我在控制台上确实收到一些警告:
我的猜测是这是一个线程问题,后端在主线程上被销毁后,仍在尝试使用QSurface进行渲染。我真的不喜欢我的解决方案(我只是使用一个计时器来将破坏窗口延迟1秒),但是它比崩溃更好。
RenderWindow.h
#ifndef RENDERWINDOW_H
#define RENDERWINDOW_H
#include <QWindow>
#include <Qt3DCore>
#include <Qt3DRender>
#include <Qt3DInput>
#include <Qt3DExtras/QForwardRenderer>
class RenderWindow : public QWindow
{
public:
RenderWindow(QScreen* screen = nullptr);
~RenderWindow();
Qt3DRender::QCamera* camera() const;
Qt3DRender::QFrameGraphNode* frameGraph() const;
protected:
void resizeEvent(QResizeEvent *) override;
private:
// Rendering
Qt3DRender::QFrameGraphNode* mpFrameGraph;
Qt3DRender::QCamera* mpCamera;
static bool msFormatDefined;
};
#endif // RENDERWINDOW_H
RenderWindow.cpp
#include "renderwindow.h"
#include <QDebug>
bool RenderWindow::msFormatDefined = false;
namespace
{
// Different clear colors so that it's obvious each window is using a
// different camera and frame graph.
static QColor sClearColors[] = {
Qt::darkBlue,
Qt::blue,
Qt::darkCyan,
Qt::cyan
};
static int sViewCount = 0;
}
RenderWindow::RenderWindow(QScreen* screen)
: QWindow(screen)
, mpFrameGraph(nullptr)
, mpCamera(new Qt3DRender::QCamera)
{
setSurfaceType(QWindow::OpenGLSurface);
// Set the default surface format once
if (!msFormatDefined)
{
QSurfaceFormat format;
format.setVersion(4, 3);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setDepthBufferSize(24);
format.setSamples(4);
format.setStencilBufferSize(8);
setFormat(format);
QSurfaceFormat::setDefaultFormat(format);
msFormatDefined = true;
}
// Camera
mpCamera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
mpCamera->setPosition(QVector3D(0, 0, 40.0f));
mpCamera->setViewCenter(QVector3D(0, 0, 0));
// Frame Graph (using forward renderer for now)
Qt3DExtras::QForwardRenderer* renderer = new Qt3DExtras::QForwardRenderer;
renderer->setCamera(mpCamera);
renderer->setSurface(this);
renderer->setClearColor(sClearColors[sViewCount++ % 4]);
mpFrameGraph = renderer;
}
RenderWindow::~RenderWindow()
{
qDebug() << "start ~RenderWindow";
// Unparent objects. Probably not necessary but it makes me feel
// good inside.
mpFrameGraph->setParent(static_cast<Qt3DCore::QNode*>(nullptr));
mpCamera->setParent(static_cast<Qt3DCore::QNode*>(nullptr));
delete mpFrameGraph;
delete mpCamera;
qDebug() << "end ~RenderWindow";
}
Qt3DRender::QCamera* RenderWindow::camera() const
{
return mpCamera;
}
Qt3DRender::QFrameGraphNode* RenderWindow::frameGraph() const
{
return mpFrameGraph;
}
void RenderWindow::resizeEvent(QResizeEvent *)
{
mpCamera->setAspectRatio((float)width()/(float)height());
}
Scene.h
#ifndef SCENE_H
#define SCENE_H
#include <Qt3DCore/QEntity>
#include <Qt3DInput/QInputAspect>
#include <Qt3DRender/QFrameGraphNode>
#include <Qt3DRender/QRenderAspect>
#include <Qt3DRender/QRenderSettings>
class RenderWindow;
class Scene
{
public:
Scene();
~Scene();
Qt3DCore::QEntityPtr rootNode() const;
void addView(RenderWindow* window);
private:
void setupScene();
private:
Qt3DCore::QEntityPtr mpRoot;
// Frame Graph
Qt3DRender::QFrameGraphNode* mpFrameGraph;
Qt3DRender::QRenderSettings* mpRenderSettings;
// Aspects
Qt3DCore::QAspectEngine* mpEngine;
Qt3DRender::QRenderAspect* mpRenderAspect;
Qt3DInput::QInputAspect* mpInputAspect;
};
#endif // SCENE_H
Scene.cpp
#include "scene.h"
#include <QDebug>
#include <QPropertyAnimation>
#include <Qt3DCore/QTransform>
#include <Qt3DRender/QClearBuffers>
#include <Qt3DExtras/QPhongMaterial>
#include <Qt3DExtras/QCylinderMesh>
#include <Qt3DExtras/QSphereMesh>
#include <Qt3DExtras/QTorusMesh>
#include "orbittransformcontroller.h"
#include "RenderWindow.h"
Scene::Scene()
: mpRoot(nullptr)
, mpFrameGraph(new Qt3DRender::QFrameGraphNode)
, mpRenderSettings(new Qt3DRender::QRenderSettings)
, mpEngine(new Qt3DCore::QAspectEngine)
, mpRenderAspect(new Qt3DRender::QRenderAspect)
, mpInputAspect(new Qt3DInput::QInputAspect)
{
mpEngine->registerAspect(mpRenderAspect);
mpRenderSettings->setActiveFrameGraph(mpFrameGraph);
setupScene();
mpRoot->addComponent(mpRenderSettings);
mpEngine->setRootEntity(mpRoot);
}
Scene::~Scene()
{
qDebug() << "start ~Scene";
mpEngine->setRootEntity(Qt3DCore::QEntityPtr());
mpRoot.clear();
delete mpEngine;
// mpRenderSettings and mpFrameGraph are children of the
// root node and are automatically destroyed when it is.
qDebug() << "end ~Scene";
}
Qt3DCore::QEntityPtr Scene::rootNode() const
{
return mpRoot;
}
void Scene::addView(RenderWindow* window)
{
// Add the window's frame graph to the main frame graph
if (window->frameGraph())
{
window->frameGraph()->setParent(mpFrameGraph);
}
}
void Scene::setupScene()
{
mpRoot.reset(new Qt3DCore::QEntity);
Qt3DCore::QEntity* entity = new Qt3DCore::QEntity;
entity->setParent(mpRoot.data());
// Create the material
Qt3DExtras::QPhongMaterial *material = new Qt3DExtras::QPhongMaterial(entity);
material->setAmbient(Qt::black);
material->setDiffuse(QColor(196, 196, 32));
material->setSpecular(Qt::white);
// Torrus
Qt3DCore::QEntity *torusEntity = new Qt3DCore::QEntity(entity);
Qt3DExtras::QTorusMesh *torusMesh = new Qt3DExtras::QTorusMesh;
torusMesh->setRadius(5);
torusMesh->setMinorRadius(1);
torusMesh->setRings(100);
torusMesh->setSlices(20);
Qt3DCore::QTransform *torusTransform = new Qt3DCore::QTransform;
torusTransform->setScale3D(QVector3D(1.5, 1, 0.5));
torusTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1, 0, 0), -45.0f));
torusEntity->addComponent(torusMesh);
torusEntity->addComponent(torusTransform);
torusEntity->addComponent(material);
// Sphere
Qt3DCore::QEntity *sphereEntity = new Qt3DCore::QEntity(entity);
Qt3DExtras::QSphereMesh *sphereMesh = new Qt3DExtras::QSphereMesh;
sphereMesh->setRadius(3);
Qt3DCore::QTransform *sphereTransform = new Qt3DCore::QTransform;
/*OrbitTransformController *controller = new OrbitTransformController(sphereTransform);
controller->setTarget(sphereTransform);
controller->setRadius(20.0f);
QPropertyAnimation *sphereRotateTransformAnimation = new QPropertyAnimation(sphereTransform);
sphereRotateTransformAnimation->setTargetObject(controller);
sphereRotateTransformAnimation->setPropertyName("angle");
sphereRotateTransformAnimation->setStartValue(QVariant::fromValue(0));
sphereRotateTransformAnimation->setEndValue(QVariant::fromValue(360));
sphereRotateTransformAnimation->setDuration(10000);
sphereRotateTransformAnimation->setLoopCount(-1);
sphereRotateTransformAnimation->start();*/
sphereEntity->addComponent(sphereMesh);
sphereEntity->addComponent(sphereTransform);
sphereEntity->addComponent(material);
}
MainWindow.h
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include "scene.h"
namespace Ui {
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
void createWindow();
private:
Ui::MainWindow *ui;
Scene* scene;
};
#endif // MAINWINDOW_H
MainWindow.cpp
#include "mainwindow.h"
#include <QDebug>
#include "ui_mainwindow.h"
#include "renderwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow),
scene(new Scene())
{
ui->setupUi(this);
connect(ui->createButton, &QPushButton::clicked, this, &MainWindow::createWindow);
}
MainWindow::~MainWindow()
{
qDebug() << "~MainWindow";
delete scene;
delete ui;
}
void MainWindow::createWindow()
{
RenderWindow* window = new RenderWindow();
scene->addView(window);
window->resize(640, 480);
window->show();
QVector3D pos[] = {
QVector3D(0, 0, 40),
QVector3D(0, 25, -30),
QVector3D(-20, -20, -20),
QVector3D(40, 0, 0)
};
static int count = 0;
window->camera()->setPosition(pos[count++%4]);
window->camera()->setViewCenter(QVector3D(0, 0, 0));
// Delete the window when it is closed.
connect(window, &QWindow::visibilityChanged, this, [=](bool on)
{
if (!on)
window->deleteLater();
});
}
最佳答案
我已经彻底测试了您的示例,并得出了相同的结论。当您太快地破坏窗口时,应用程序将崩溃,可能是因为Qt3D仍然尝试向基础QSurface发出一些OpenGL命令。我认为这是应该报告的错误。
此问题的“更清洁”的解决方法可能是在主窗口中跟踪生成的3d窗口。您可以维护一个指向所有已生成窗口的指针的列表(有时用户可能已将其关闭)。窗口最终在主窗口的析构函数中销毁。