Redrawing QGLWidget with 3D+2D graphics - c++

I have a QGLWidget which draws both 3D and 2D graphics (just like in Qt's overpainting example).
The thing is after I added drawing 2D graphics (moved code from paintGL() to paintEvent(), etc.), the widget stopped redrawing most of the times. It didn't redraw after resiging, after loading, and so on. So I put repaint() calls, it helped in some cases, but doesn't help in e.g. resizing.
So which function should I use to refresh the widget? Is it update() or updateGL() or repaint()? Or maybe there is a way to set some mode to enable automatic redrawing after resizing/load/...?
Thanks.

You should usually use 'update', as this will allow multiple queued paint events to be 'collapsed' into a single event. The update method will call updateGL for QGLWidgets. The 'repaint' method should be used if you want an immediate repaint.
If you have hooked up a timer to periodically call 'update', then failure to repaint regularly usually indicates that you're putting stress on the CPU.
Posting some of the code might make it easier to understand issues with resize/initialisation.

Related

OpenGL: How do i control the rendering to make it idle?

Say, my application has a 3D window rendering a tin model of millions of triangles using OpenGL.
Goal: For some operations of users, there is no need to update the 3D window. The 3D view can just stay idle with previously rendered content, without repeatly calulate the rotation/translation/scaling/texture things. I assume this will save lots of CPU and GPU time.
Current design: I have a rendering while loop running all the time. If I stop the while loop, then the content is rendered once and disappear.
Question: is there a way to achieve the goal? Can anyone give a direction?
Instead of having a continuous rendering loop, you can use OpenGL only to render your window when the system sends you an event to repaint the window. Additionally you invalidate your own window if you know that the contents of it changed (e.g. due to a reaction to a mouse click). In fact this is the proper way to draw in your window for anything other than latency sensitive applications.
The exact specifics highly depend on the API you use to create your window. For example,
With WinAPI you render on WM_PAINT and invalidate with InvalidateRect.
With Xlib you render on Expose and invalidate with IDK.
With Qt you render in QOpenGLWindow::paintGL and invalidate with update().
With GLUT you render in glutDisplayFunc and invalidate with glutPostRedisplay.
... and so on. This is not OpenGL specific in any way.

Qt5 QOpenglWidget How can I ensure the scene is updated immediately during mousemove envent?

I am currently working on a simple CAD-like drawing program using Qt and openGL.
What I am doing is that I maintain a list of objects which is on the canvas. The paintGL() function is just loop through the list and render the objects one by one.
objects are fed to the list via slot drawObject(Object obj), in which there is an update() function to schedule an update event to update the scene.
Now, I want to do some rubberband drawing of lines:
After pick one endpoint of the line, whenever I move the cursor, a mouseMoveEvent() is triggered and it will generate an object for the line and emit a signal to drawObject(Object) slot. what the slot does is to erase the old line by doing xor drawing, and draw the new line in xor mode as well.
What I expect to happen is that every time the mouse is Moved, a new object is rendered to the scene. However, it is not. For example, if I move the mouse
fast, then before the update() function actually update the scene, multiple mouseMove events has been triggered and it seems that these events are never been handled, i.e., the correspondence objects never goes to screen. What the program actually does is that a lot of random artifacts is left on the screen after a fast rubberband dragging.
It seems that this is due to the fact that what update() function of QOpenGLWidget does is that it generate an event to inform the widget to redraw later for performance purpose.
During the course of me writing this question, I discovered the repaint() function which do an immediate update. However, the lagging is quite significant: when I move the mouse fast, the rubberband line is not following.
So, my question is, how to implement the rubberband drawing so that it could take advantage of the update() machanism to boost the performance while not having those glitches on the screen?
I have searching around on this but I could find a single article talking about this fast-moving mouse stuff.
Thank you in advance!

How to display smooth video in FireMonkey (FMX, FM3)?

Has anyone figured out how to display smooth video (i.e. a series of bitmaps) in a FireMonkey application, HD or 3D? In VCL you could write to a canvas from a thread and this would work perfectly, but this does not work in FMX. To make things worse, the apparently only reliable way is to use TImage, and that seems to be updated from the main thread (open a menu and video freezes temporarily). All EMB examples I could find all either write to TImage from the main thread, or use Synchronize(). These limitations make FMX unusable for decent video display so I am looking for a hack or possibly bypass of FMX. I use XE5/C++ but welcome any suggestions. Target OS is both Windows 7+ & OS X. Thanks!
How about putting a TPaintbox on your form to hold the video. In the OnPaint method you simply draw the next frame to the paintbox canvas. Now put a TTimer on the form, set the interval to the frame rate required. In the OnTimer event for the timer just write paintbox1.repaint
This should give you regular frames no matter what else the program is doing.
For extra safety, you could increment a frame number in the OnTimer event. Now in the paintbox paint method you know which frame to paint. This means you won't jump frames if something else calls the paint method as well as the timer - you will just end up repainting the same frame for the extra call to OnPaint.
I use this for marching ants selections although I go one step further and use an overlaid canvas so I can draw independently to the selection and the underlying paintbox canvas to remove the need to repaint the main canvas when the selection changes. That requires calls to API but I guess you won't need it unless you are doing videos with a transparent colour.
Further research, including some talks with the Itinerant developer, has unfortunately made it clear that, due to concurrency restrictions, FM has been designed so that all GPU access goes through the main thread and therefore painting will always be limited. As a result I have decided FM is not suitable for my needs and I am re-evaluating my options.

Does a signal or event exist for when a QGraphicsView or QWidget is done being painted or rendered?

I'm trying to time an application to see how long it takes to load up some information, and paint a graph. My function loads up the data first, then draws the graph.
The timing is fairly simple, it calls an external function that gets msecs since some date.
The problem is even if I set t1 in the beginning and t2 right after I call the draw function, t2 will return before the QGraphicsView is actually updated. (I know, it makes sense why this should be asynchronous)
For instance when I load a large file, it will return with 700 msecs after I subtract the two values, but the actual rendering doesn't finish until a few seconds later.
I've looked all over the web and scoured the Qt documentation. I can find tons of information on updating widgets yourself, but nothing on any kind of signal or event that is fired off after rendering finishes.
Even the QGraphicsScene::changed signal appears to only be fired off when the scene changes underneath, not when rendering is done and the user can SEE the changes.
Any help on how to do this?
Does a signal or event exist for when a QGraphicsView or QWidget is done being painted or rendered?
As far as I know, it does not exist. (looked for something similar)
user can SEE the changes
As far as I know, Qt uses double buffering, so if painting is finished, it doesn't mean that user can see the changes.
Any help on how to do this?
If you want to know when painting has finished, then...
You can subclass QGraphicsScene and implement your own drawItems, drawBackground or drawForeground. This is NOT simple (because item painting algorithm is complicated), but you'll be able to tell when every item has finished painted.
You can fire/emit signals from within paintEvent (QWidget-based classes) or paint() (QGraphicsItem/QGraphicsObject-based classes). You'll need to use your own classes, obviously, and you'll have to subclass either QGraphicsView, or items you're drawing within view, or QGraphicsScene.
You could also create proxy QPainter class, and this way you'll be able to know what exactly is being paitned and when.
Having said that I suspect you're approaching your problem incorrectly.
If you're only trying to draw a graph, then there's no reason for you to know when painting is finished.
If painting is finished, it doesn't mean user can see the result.
Paint events might be called more than once.
Recommended approach:
Receive/read the data (you're drawing in your graph) from external source using threads or timer events (you'll need to read it in small chunks if you're using timer events, obviously), then update the graph from time to time, and let Qt handle repainting.
How exactly does this allow me to detect the amount of time it takes from when I choose to open a file to when all the data is loaded and the graph is drawn and is visible?
You can detect when paintEvent has finished painting by subclassing whatever widget you're using to paint Graph, overriding paintEvent and firing signal from within paintEvent, calling a subroutine or doing whatever you want.
There is no warranty that paintEvent will be called only once.
To measure how slow individual routine is and locate bottlenecks, use profilers. VerySleepy, AQTime, and so on.
Instead of measuring how long it takes to load AND display data, it will make much more sense to measure separately loading time and display time. This is a GUI application, not a game engine, so you do not control precisely when something is being drawn.
I have not testet it, but I think by subclassing QGraphicsScene and reimplementing the render method you can measure the render time.
#include <QGraphicsScene>
#include <QTime>
class MyGraphicsScene : public QGraphicsScene
{
Q_OBJECT
public:
void render ( QPainter * painter, const QRectF & target = QRectF(), const QRectF & source = QRectF(), Qt::AspectRatioMode aspectRatioMode = Qt::KeepAspectRatio ) {
QTime t;
t.start();
QGraphicsScene::render (painter, target, source, aspectRatioMode);
qDebug("render time %d msec", t.elapsed());
}
};

How to have dynamic scene update in libqglviewer

I'm using libqglviewer for a project, I read input from a motion capture device through USB and display this as a human in the viewer. I draw the opengl things in the draw() method of the viewer, it works fine. However, when the motion controllers change, I actually get new position values and i draw these in the viewer, BUT i dont see this update until i click on the viewer screen. Is it possible to update the frames in the viewer by itself?
It looks like you just need to post an updateGL right after you get the new position values.
QGLWidget::updateGL()
void QGLWidget::updateGL () [virtual slot]
Updates the widget by calling glDraw().
For painting in 2D the function is called update.
Also, don't call it from inside your draw method (see updateGL in the libQGLViewer documentation).
This note comes from QWidget::paintEvent():
Note: Generally, you should refrain from calling update() or repaint() inside a paintEvent(). For example, calling update() or repaint() on children inside a paintevent() results in undefined behavior; the child may or may not get a paint event.
The same probably applies for QGLViewer.
You can also use repaint, but is isn't recommended (see QWidget::repaint()).