/* ============================================================================== This file is part of the JUCE framework. Copyright (c) Raw Material Software Limited JUCE is an open source framework subject to commercial or open source licensing. By downloading, installing, or using the JUCE framework, or combining the JUCE framework with any other source code, object code, content or any other copyrightable work, you agree to the terms of the JUCE End User Licence Agreement, and all incorporated terms including the JUCE Privacy Policy and the JUCE Website Terms of Service, as applicable, which will bind you. If you do not agree to the terms of these agreements, we will not license the JUCE framework to you, and you must discontinue the installation or download process and cease use of the JUCE framework. JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/ JUCE Privacy Policy: https://juce.com/juce-privacy-policy JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/ Or: You may also use this code under the terms of the AGPLv3: https://www.gnu.org/licenses/agpl-3.0.en.html THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { class OpenGLFrameBuffer::Pimpl { public: bool isValid() const noexcept { return transientState != nullptr; } bool initialise (OpenGLContext& context, int width, int height) { jassert (context.isActive()); // The context must be active when creating a framebuffer! transientState.reset(); transientState.reset (new TransientState (context, width, height, false, false)); if (! transientState->createdOk()) transientState.reset(); return transientState != nullptr; } bool initialise (OpenGLContext& context, const Image& image) { if (! image.isARGB()) return initialise (context, image.convertedToFormat (Image::ARGB)); Image::BitmapData bitmap (image, Image::BitmapData::readOnly); return initialise (context, bitmap.width, bitmap.height) && writePixels ((const PixelARGB*) bitmap.data, image.getBounds()); } bool initialise (OpenGLFrameBuffer& other) { auto* p = other.pimpl->transientState.get(); if (p == nullptr) { transientState.reset(); return true; } const Rectangle area (transientState->width, transientState->height); if (initialise (p->context, area.getWidth(), area.getHeight())) { transientState->bind(); #if ! JUCE_ANDROID if (! transientState->context.isCoreProfile()) glEnable (GL_TEXTURE_2D); clearGLError(); #endif { const ScopedTextureBinding scopedTextureBinding; glBindTexture (GL_TEXTURE_2D, p->textureID); transientState->context.copyTexture (area, area, area.getWidth(), area.getHeight(), false); } transientState->unbind(); return true; } return false; } void release() { transientState.reset(); savedState.reset(); } void saveAndRelease() { if (transientState != nullptr) { savedState.reset (new SavedState (*this, transientState->width, transientState->height)); transientState.reset(); } } bool reloadSavedCopy (OpenGLContext& context) { if (savedState != nullptr) { std::unique_ptr state; std::swap (state, savedState); if (state->restore (context, *this)) return true; std::swap (state, savedState); } return false; } int getWidth() const noexcept { return transientState != nullptr ? transientState->width : 0; } int getHeight() const noexcept { return transientState != nullptr ? transientState->height : 0; } GLuint getTextureID() const noexcept { return transientState != nullptr ? transientState->textureID : 0; } bool makeCurrentRenderingTarget() { // trying to use a framebuffer after saving it with saveAndRelease()! Be sure to call // reloadSavedCopy() to put it back into GPU memory before using it.. jassert (savedState == nullptr); if (transientState == nullptr) return false; transientState->bind(); return true; } GLuint getFrameBufferID() const noexcept { return transientState != nullptr ? transientState->frameBufferID : 0; } void releaseAsRenderingTarget() { if (transientState != nullptr) transientState->unbind(); } void clear (Colour colour) { if (makeCurrentRenderingTarget()) { OpenGLHelpers::clear (colour); releaseAsRenderingTarget(); } } void makeCurrentAndClear() { if (makeCurrentRenderingTarget()) { glClearColor (0, 0, 0, 0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } } bool readPixels (PixelARGB* target, const Rectangle& area) { if (! makeCurrentRenderingTarget()) return false; glPixelStorei (GL_PACK_ALIGNMENT, 4); glReadPixels (area.getX(), area.getY(), area.getWidth(), area.getHeight(), JUCE_RGBA_FORMAT, GL_UNSIGNED_BYTE, target); transientState->unbind(); return true; } bool writePixels (const PixelARGB* data, const Rectangle& area) { OpenGLTargetSaver ts (transientState->context); if (! makeCurrentRenderingTarget()) return false; glDisable (GL_DEPTH_TEST); glDisable (GL_BLEND); JUCE_CHECK_OPENGL_ERROR OpenGLTexture tex; tex.loadARGB (data, area.getWidth(), area.getHeight()); glViewport (0, 0, transientState->width, transientState->height); transientState->context.copyTexture (area, Rectangle (area.getX(), area.getY(), tex.getWidth(), tex.getHeight()), transientState->width, transientState->height, true, false); JUCE_CHECK_OPENGL_ERROR return true; } private: /* Stores the currently-bound texture on construction, and re-binds it on destruction. */ struct ScopedTextureBinding { ScopedTextureBinding() { glGetIntegerv (GL_TEXTURE_BINDING_2D, &prev); JUCE_CHECK_OPENGL_ERROR } ~ScopedTextureBinding() { glBindTexture (GL_TEXTURE_2D, (GLuint) prev); JUCE_CHECK_OPENGL_ERROR } GLint prev{}; }; class TransientState { public: TransientState (OpenGLContext& c, const int w, const int h, const bool wantsDepthBuffer, const bool wantsStencilBuffer) : context (c), width (w), height (h), textureID (0), frameBufferID (0), depthOrStencilBuffer (0) { // Framebuffer objects can only be created when the current thread has an active OpenGL // context. You'll need to create this object in one of the OpenGLContext's callbacks. jassert (OpenGLHelpers::isContextActive()); #if JUCE_WINDOWS || JUCE_LINUX || JUCE_BSD if (context.extensions.glGenFramebuffers == nullptr) return; #endif context.extensions.glGenFramebuffers (1, &frameBufferID); bind(); { const ScopedTextureBinding scopedTextureBinding; glGenTextures (1, &textureID); glBindTexture (GL_TEXTURE_2D, textureID); JUCE_CHECK_OPENGL_ERROR glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); JUCE_CHECK_OPENGL_ERROR glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); JUCE_CHECK_OPENGL_ERROR } context.extensions.glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0); if (wantsDepthBuffer || wantsStencilBuffer) { context.extensions.glGenRenderbuffers (1, &depthOrStencilBuffer); context.extensions.glBindRenderbuffer (GL_RENDERBUFFER, depthOrStencilBuffer); jassert (context.extensions.glIsRenderbuffer (depthOrStencilBuffer)); #if JUCE_OPENGL_ES constexpr auto depthComponentConstant = (GLenum) GL_DEPTH_COMPONENT16; #else constexpr auto depthComponentConstant = (GLenum) GL_DEPTH_COMPONENT; #endif context.extensions.glRenderbufferStorage (GL_RENDERBUFFER, (wantsDepthBuffer && wantsStencilBuffer) ? (GLenum) GL_DEPTH24_STENCIL8 : depthComponentConstant, width, height); GLint params = 0; context.extensions.glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_DEPTH_SIZE, ¶ms); context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer); if (wantsStencilBuffer) context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer); } unbind(); } ~TransientState() { if (OpenGLHelpers::isContextActive()) { if (textureID != 0) glDeleteTextures (1, &textureID); if (depthOrStencilBuffer != 0) context.extensions.glDeleteRenderbuffers (1, &depthOrStencilBuffer); if (frameBufferID != 0) context.extensions.glDeleteFramebuffers (1, &frameBufferID); JUCE_CHECK_OPENGL_ERROR } } bool createdOk() const { return frameBufferID != 0 && textureID != 0; } void bind() { glGetIntegerv (GL_FRAMEBUFFER_BINDING, &prevFramebuffer); context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, frameBufferID); JUCE_CHECK_OPENGL_ERROR } void unbind() { context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, (GLuint) prevFramebuffer); JUCE_CHECK_OPENGL_ERROR } OpenGLContext& context; const int width, height; GLuint textureID, frameBufferID, depthOrStencilBuffer; private: GLint prevFramebuffer{}; JUCE_DECLARE_NON_COPYABLE (TransientState) }; class SavedState { public: SavedState (Pimpl& buffer, const int w, const int h) : width (w), height (h), data ((size_t) (w * h)) { buffer.readPixels (data, Rectangle (w, h)); } bool restore (OpenGLContext& context, Pimpl& buffer) { if (buffer.initialise (context, width, height)) { buffer.writePixels (data, Rectangle (width, height)); return true; } return false; } private: const int width, height; HeapBlock data; JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState) }; std::unique_ptr transientState; std::unique_ptr savedState; }; //============================================================================== OpenGLFrameBuffer::OpenGLFrameBuffer() : pimpl (std::make_unique()) { } OpenGLFrameBuffer::~OpenGLFrameBuffer() = default; bool OpenGLFrameBuffer::initialise (OpenGLContext& context, int width, int height) { return pimpl->initialise (context, width, height); } bool OpenGLFrameBuffer::initialise (OpenGLContext& context, const Image& content) { return pimpl->initialise (context, content); } bool OpenGLFrameBuffer::initialise (OpenGLFrameBuffer& other) { return pimpl->initialise (other); } void OpenGLFrameBuffer::release() { pimpl->release(); } void OpenGLFrameBuffer::saveAndRelease() { pimpl->saveAndRelease(); } bool OpenGLFrameBuffer::reloadSavedCopy (OpenGLContext& context) { return pimpl->reloadSavedCopy (context); } bool OpenGLFrameBuffer::isValid() const noexcept { return pimpl->isValid(); } int OpenGLFrameBuffer::getWidth() const noexcept { return pimpl->getWidth(); } int OpenGLFrameBuffer::getHeight() const noexcept { return pimpl->getHeight(); } GLuint OpenGLFrameBuffer::getTextureID() const noexcept { return pimpl->getTextureID(); } bool OpenGLFrameBuffer::makeCurrentRenderingTarget() { return pimpl->makeCurrentRenderingTarget(); } void OpenGLFrameBuffer::releaseAsRenderingTarget() { pimpl->releaseAsRenderingTarget(); } GLuint OpenGLFrameBuffer::getFrameBufferID() const noexcept { return pimpl->getFrameBufferID(); } void OpenGLFrameBuffer::clear (Colour colour) { pimpl->clear (colour); } void OpenGLFrameBuffer::makeCurrentAndClear() { pimpl->makeCurrentAndClear(); } bool OpenGLFrameBuffer::readPixels (PixelARGB* targetData, const Rectangle& sourceArea) { return pimpl->readPixels (targetData, sourceArea); } bool OpenGLFrameBuffer::writePixels (const PixelARGB* srcData, const Rectangle& targetArea) { return pimpl->writePixels (srcData, targetArea); } GLuint OpenGLFrameBuffer::getCurrentFrameBufferTarget() noexcept { GLint fb = {}; glGetIntegerv (GL_FRAMEBUFFER_BINDING, &fb); return (GLuint) fb; } } // namespace juce