History: Integrating Ogre into QT5
Source of version: 15
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__Work in Progress__
Original forum link: http://www.ogre3d.org/forums/viewtopic.php?p=515314#p515314
The following document is an up-to-date method of integrating Ogre3D into the latest version of Qt (5.4 as of this writing).
Previous methods of integrating Ogre3D with Qt focused on [http://www.ogre3d.org/tikiwiki/QtOgre|using a QWidget] and overriding the paint methods for drawing.
The method proposed in this document uses a QWindow as opposed to a QWidget. There are several reasons for using a QWindow over a QWidget:
*__Smaller memory and processing footprint__. Simply put, [http://stackoverflow.com/questions/17860604/what-is-the-difference-between-a-qwindow-and-qwidget|QWidgets use a lot of resources in comparison to QWindows] and thus adds a lot of unnecessary overhead. Ogre3D doesn't require much from Qt besides a surface to draw upon and the input/window events from the underlying OS and windowing system that a QWindow provides. As a related sidenote, QWidget actually inherits from QWindow as shown in the below inheritance chain.
*__Easier integration__. Because of the simplicity of QWindow it is actually much easier to integrate Ogre3D into Qt using a QWindow versus using a QWidget. QWidget by default creates a surface to draw on which Ogre3D doesn't need to draw upon. Thus, as shown in earlier Qt-Ogre3D implementation documents you need to override Qt methods to prevent the default QWidget methods from "drawing over" Ogre3D. Using a QWindow this is unnecessary as with a QWindow no "surface" is automatically created; you can simply supply QWindow's native "Window ID" (whether it is a HWND on Windows or the equivalent representations on Linux/Mac OS) and Ogre3D takes care of the rest.
*__All standard Qt functionality can still be implemented__. If you still need to have a QWidget (for integration into a QMainWindow/QTabWidget/etc.) this can still be achieved. You can easily create a QWidget "container" for your QWindow and get all of the standard benefits of a QWidget. A standard use case for this would be needing to place an Ogre3D-integrated QWindow inside of a standard QMainWindow as a "central widget".
Note that the below implementation depends on you following the guides on setting up include/library/runtime binary directories. Since the setup for this is compiler and operating system dependent such details is beyond the scope of this document.
In summary, [http://www.ogre3d.org/tikiwiki/Setting+Up+An+Application+-+Visual+Studio|consult a guide like this] for setting up directory paths, includes, etc. Note that you will need to do this for Qt as well so consult equivalent documentation for Qt Creator [http://stackoverflow.com/questions/2752352/how-to-add-include-path-in-qt-creator|like this].
With the proper setup of the environment done, we need to create a header file to include the necessary Qt components as well as including Ogre3D:
{CODE(wrap="1", colors="c++")}
#ifndef QTOGREWINDOW_H_
#define QTOGREWINDOW_H_
/*
For the purposes of creating a bare-bones Qt implementation I found that I only need to include these three (3) Qt headers.
*/
#include <QtWidgets/QApplication>
#include <QtGui/QKeyEvent>
#include <QtGui/QWindow>
/*
As expected; the Ogre3D header.
*/
#include "OGRE/Ogre.h"
/*
With the headers included we now need to inherit from QWindow.
*/
class QTOgreWindow : public QWindow {
/*
A QWindow still inherits from QObject and can have signals/slots; we need to add the appropriate Q_OBJECT keyword so that Qt's intermediate compiler can do the necessary wireup between our class and the rest of Qt.
*/
Q_OBJECT
public:
explicit QTOgreWindow(QObject *parent = NULL);
~QTOgreWindow();
/*
We declare these methods virtual to allow for further inheritance.
*/
virtual void render(QPainter *painter);
virtual void render();
virtual void initialize();
void setAnimating(bool animating);
public slots:
virtual void renderLater();
virtual void renderNow();
/*
We use an event filter to be able to capture keyboard/mouse events. More on this later.
*/
virtual bool eventFilter(QObject *target, QEvent *event);
protected:
/*
Ogre3D pointers added here. Useful to have the pointers here for use by the window later.
*/
Ogre::Root* ogreRoot;
Ogre::RenderWindow* ogreWindow;
Ogre::SceneManager* ogreSceneMgr;
Ogre::Camera* ogreCamera;
Ogre::Viewport* ogreViewPort;
bool m_update_pending;
bool m_animating;
/*
The below methods are what is actually fired when they keys on the keyboard are hit.
Similar events are fired when the mouse is pressed or other events occur.
*/
virtual void keyPressEvent(QKeyEvent * ev);
virtual void keyReleaseEvent(QKeyEvent * ev);
virtual void exposeEvent(QExposeEvent *event);
virtual bool event(QEvent *event);
private:
private slots:
};
#endif
{CODE}
With the header prepared, it's now time to implement the class:
{CODE(wrap="1", colors="c++")}
#include "QTOgreWindow.h"
/*
Note that we pass any supplied QWindow parent to the base QWindow class. This is necessary should we need to use our class within a container.
More on that later.
*/
QTOgreWindow::QTOgreWindow(QWindow *parent) : QWindow(parent)
, m_update_pending(false)
, m_animating(false)
{
setAnimating(true);
installEventFilter(this);
}
/*
Upon destruction of the QWindow object we destroy the Ogre3D scene.
*/
QTOgreWindow::~QTOgreWindow()
{
delete ogreRoot;
}
/*
In case any drawing surface backing stores (QRasterWindow or QOpenGLWindow) of Qt are supplied to this class in any way we inform Qt that they will be unused.
*/
void QTOgreWindow::render(QPainter *painter)
{
Q_UNUSED(painter);
}
/*
Our initialization function. Called by our renderNow() function once when the window is first exposed.
*/
void QTOgreWindow::initialize()
{
/*
As shown Ogre3D is initialized normally; just like in other documentation.
*/
ogreRoot = new Ogre::Root(Ogre::String("plugins.cfg"));
Ogre::ConfigFile ogreConfig;
/*
Commended out for simplicity but should you need to initialize resources you can do so normally.
ogreConfig.load("resources/resource_configs/resources.cfg");
Ogre::ConfigFile::SectionIterator seci = ogreConfig.getSectionIterator();
Ogre::String secName, typeName, archName;
while (seci.hasMoreElements()) {
secName = seci.peekNextKey();
Ogre::ConfigFile::SettingsMultiMap *settings = seci.getNext();
Ogre::ConfigFile::SettingsMultiMap::iterator i;
for (i = settings->begin(); i != settings->end(); ++i) {
typeName = i->first;
archName = i->second;
Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
archName, typeName, secName);
}
}
*/
/*
I found that only OpenGL seems to work with Qt; event when on Microsoft Windows. The application crashes when I tried DirectX rendering. Thus, I set the render system to OpenGL in accordance with the supplied "plugins.cfg" file.
*/
ogreRoot->setRenderSystem(ogreRoot->getAvailableRenderers()[0]);
ogreRoot->initialise(false);
Ogre::NameValuePairList parameters;
/*
Flag within the parameters set so that Ogre3D initializes an OpenGL context on it's own.
*/
parameters["currentGLContext"] = Ogre::String("false");
/*
We need to supply the low level OS window handle to this QWindow so that Ogre3D knows where to draw the scene. Below is a cross-platform method on how to do this.
*/
#if defined(Q_OS_MAC) || defined(Q_OS_WIN)
parameters["externalWindowHandle"] = Ogre::StringConverter::toString((size_t) (this->winId()));
#else
parameters["externalWindowHandle"] = Ogre::StringConverter::toString((unsigned long)(this->winId()));
#endif
#if defined(Q_OS_MAC)
parameters["macAPI"] = "cocoa";
parameters["macAPICocoaUseNSView"] = "true";
#endif
/*
Note below that we supply the window width and height from the current QWindow object using the "this" pointer.
*/
ogreWindow = ogreRoot->createRenderWindow("QT Window", this->width(), this->height(), false, ¶meters);
ogreWindow->setVisible(true);
ogreSceneMgr = ogreRoot->createSceneManager(Ogre::ST_GENERIC);
ogreCamera = ogreSceneMgr->createCamera("MainCamera");
ogreCamera->setPosition(Ogre::Vector3(0.0f, 0.0f, 10.0f));
ogreCamera->lookAt(Ogre::Vector3(0.0f, 0.0f, -300.0f));
ogreCamera->setNearClipDistance(0.1f);
ogreCamera->setFarClipDistance(200.0f);
ogreViewPort = ogreWindow->addViewport(ogreCamera);
ogreViewPort->setBackgroundColour(Ogre::ColourValue(0.4f, 0.3f, 0.1f));
ogreCamera->setAspectRatio(Ogre::Real(ogreViewPort->getActualWidth()) / Ogre::Real(ogreViewPort->getActualHeight()));
Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5);
Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
ogreSceneMgr->setAmbientLight(Ogre::ColourValue(0.5f, 0.5f, 0.5f));
Ogre::Entity* sphereMesh = ogreSceneMgr->createEntity("mySphere", Ogre::SceneManager::PT_SPHERE);
Ogre::SceneNode* childSceneNode = ogreSceneMgr->getRootSceneNode()->createChildSceneNode();
childSceneNode->attachObject(sphereMesh);
Ogre::MaterialPtr sphereMaterial = Ogre::MaterialManager::getSingleton().create("SphereMaterial",
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true );
sphereMaterial->getTechnique(0)->getPass(0)->setAmbient(0.1f, 0.1f, 0.1f);
sphereMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.2f, 0.2f, 0.2f, 1.0f);
sphereMaterial->getTechnique(0)->getPass(0)->setSpecular(0.9f, 0.9f, 0.9f, 1.0f);
//sphereMaterial->setAmbient(0.2f, 0.2f, 0.5f);
//sphereMaterial->setSelfIllumination(0.2f, 0.2f, 0.1f);
sphereMesh->setMaterialName("SphereMaterial");
childSceneNode->setPosition(Ogre::Vector3(0.0f, 0.0f, 0.0f));
childSceneNode->setScale(Ogre::Vector3(0.01f, 0.01f, 0.01f)); // Radius, in theory.
Ogre::Light* light = ogreSceneMgr->createLight("MainLight");
light->setPosition(20.0f, 80.0f, 50.0f);
}
void QTOgreWindow::render()
{
Ogre::WindowEventUtilities::messagePump();
ogreRoot->renderOneFrame();
}
void QTOgreWindow::renderLater()
{
if (!m_update_pending) {
m_update_pending = true;
QApplication::postEvent(this, new QEvent(QEvent::UpdateRequest));
}
}
bool QTOgreWindow::event(QEvent *event)
{
switch (event->type()) {
case QEvent::UpdateRequest:
m_update_pending = false;
renderNow();
return true;
default:
return QWindow::event(event);
}
}
void QTOgreWindow::exposeEvent(QExposeEvent *event)
{
Q_UNUSED(event);
if (isExposed())
renderNow();
}
void QTOgreWindow::renderNow()
{
if (!isExposed())
return;
bool needsInitialize = false;
if (!ogreRoot) {
needsInitialize = true;
}
if (needsInitialize) {
initialize();
}
render();
if (m_animating)
renderLater();
}
bool QTOgreWindow::eventFilter(QObject *target, QEvent *event) {
if (target == this) {
if (event->type() == QEvent::Resize) {
if (isExposed()) {
ogreWindow->resize(this->width(), this->height());
ogreCamera->setAspectRatio(Ogre::Real(ogreViewPort->getActualWidth()) / Ogre::Real(ogreViewPort->getActualHeight()));
}
}
}
return false;
}
void QTOgreWindow::keyPressEvent(QKeyEvent * ev) {
if (ev->key() == Qt::Key_Up || ev->key() == Qt::Key_W) {
ogreCamera->setPosition(ogreCamera->getPosition() + Ogre::Vector3(0.0f, 0.0f, -1.0f));
}
if (ev->key() == Qt::Key_Down || ev->key() == Qt::Key_S) {
ogreCamera->setPosition(ogreCamera->getPosition() + Ogre::Vector3(0.0f, 0.0f, 1.0f));
}
if (ev->key() == Qt::Key_Left || ev->key() == Qt::Key_A) {
ogreCamera->setPosition(ogreCamera->getPosition() + Ogre::Vector3(-1.0f, 0.0f, 0.0f));
}
if (ev->key() == Qt::Key_Right || ev->key() == Qt::Key_D) {
ogreCamera->setPosition(ogreCamera->getPosition() + Ogre::Vector3(1.0f, 0.0f, 0.0f));
}
if (ev->key() == Qt::Key_PageUp) {
ogreCamera->setPosition(ogreCamera->getPosition() + Ogre::Vector3(0.0f, 1.0f, 0.0f));
}
if (ev->key() == Qt::Key_PageDown) {
ogreCamera->setPosition(ogreCamera->getPosition() + Ogre::Vector3(0.0f, -1.0f, 0.0f));
}
}
void QTOgreWindow::keyReleaseEvent(QKeyEvent * ev) {
}
void QTOgreWindow::setAnimating(bool animating)
{
m_animating = animating;
if (animating)
renderLater();
}
{CODE}