mirror of
https://github.com/juce-framework/JUCE.git
synced 2026-01-22 01:34:21 +00:00
488 lines
18 KiB
C++
488 lines
18 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library - "Jules' Utility Class Extensions"
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Copyright 2004-11 by Raw Material Software Ltd.
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------------------------------------------------------------------------------
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JUCE can be redistributed and/or modified under the terms of the GNU General
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Public License (Version 2), as published by the Free Software Foundation.
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A copy of the license is included in the JUCE distribution, or can be found
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online at www.gnu.org/licenses.
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.rawmaterialsoftware.com/juce for more information.
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==============================================================================
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*/
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BEGIN_JUCE_NAMESPACE
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#if JUCE_WINDOWS
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enum
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{
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GL_FRAMEBUFFER_EXT = 0x8D40,
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GL_RENDERBUFFER_EXT = 0x8D41,
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GL_COLOR_ATTACHMENT0_EXT = 0x8CE0,
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GL_DEPTH_ATTACHMENT_EXT = 0x8D00,
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GL_STENCIL_ATTACHMENT_EXT = 0x8D20,
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GL_FRAMEBUFFER_COMPLETE_EXT = 0x8CD5,
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GL_DEPTH24_STENCIL8_EXT = 0x88F0,
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GL_RENDERBUFFER_DEPTH_SIZE_EXT = 0x8D54
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};
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#endif
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#if JUCE_WINDOWS || JUCE_LINUX
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#define FRAMEBUFFER_FUNCTION_LIST(USE_FUNCTION) \
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USE_FUNCTION (glIsRenderbufferEXT, GLboolean, (GLuint renderbuffer))\
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USE_FUNCTION (glBindRenderbufferEXT, void, (GLenum target, GLuint renderbuffer))\
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USE_FUNCTION (glDeleteRenderbuffersEXT, void, (GLsizei n, const GLuint *renderbuffers))\
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USE_FUNCTION (glGenRenderbuffersEXT, void, (GLsizei n, GLuint *renderbuffers))\
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USE_FUNCTION (glRenderbufferStorageEXT, void, (GLenum target, GLenum internalformat, GLsizei width, GLsizei height))\
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USE_FUNCTION (glGetRenderbufferParameterivEXT, void, (GLenum target, GLenum pname, GLint* params))\
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USE_FUNCTION (glIsFramebufferEXT, GLboolean, (GLuint framebuffer))\
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USE_FUNCTION (glBindFramebufferEXT, void, (GLenum target, GLuint framebuffer))\
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USE_FUNCTION (glDeleteFramebuffersEXT, void, (GLsizei n, const GLuint *framebuffers))\
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USE_FUNCTION (glGenFramebuffersEXT, void, (GLsizei n, GLuint *framebuffers))\
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USE_FUNCTION (glCheckFramebufferStatusEXT, GLenum, (GLenum target))\
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USE_FUNCTION (glFramebufferTexture1DEXT, void, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level))\
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USE_FUNCTION (glFramebufferTexture2DEXT, void, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level))\
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USE_FUNCTION (glFramebufferTexture3DEXT, void, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset))\
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USE_FUNCTION (glFramebufferRenderbufferEXT, void, (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer))\
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USE_FUNCTION (glGetFramebufferAttachmentParameterivEXT, void, (GLenum target, GLenum attachment, GLenum pname, GLint *params))\
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USE_FUNCTION (glGenerateMipmapEXT, void, (GLenum target))\
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FRAMEBUFFER_FUNCTION_LIST (JUCE_DECLARE_GL_EXTENSION_FUNCTION)
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static bool framebufferFunctionsInitialised = false;
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static void initialiseFrameBufferFunctions()
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{
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if (! framebufferFunctionsInitialised)
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{
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framebufferFunctionsInitialised = true;
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#define FIND_FUNCTION(name, returnType, params) name = (type_ ## name) OpenGLHelpers::getExtensionFunction (#name);
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FRAMEBUFFER_FUNCTION_LIST (FIND_FUNCTION)
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#undef FIND_FUNCTION
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}
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}
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#undef FRAMEBUFFER_FUNCTION_LIST
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//==============================================================================
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#elif JUCE_OPENGL_ES
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#define glIsRenderbufferEXT glIsRenderbufferOES
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#define glBindRenderbufferEXT glBindRenderbufferOES
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#define glDeleteRenderbuffersEXT glDeleteRenderbuffersOES
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#define glGenRenderbuffersEXT glGenRenderbuffersOES
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#define glRenderbufferStorageEXT glRenderbufferStorageOES
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#define glGetRenderbufferParameterivEXT glGetRenderbufferParameterivOES
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#define glIsFramebufferEXT glIsFramebufferOES
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#define glBindFramebufferEXT glBindFramebufferOES
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#define glDeleteFramebuffersEXT glDeleteFramebuffersOES
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#define glGenFramebuffersEXT glGenFramebuffersOES
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#define glCheckFramebufferStatusEXT glCheckFramebufferStatusOES
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#define glFramebufferTexture1DEXT glFramebufferTexture1DOES
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#define glFramebufferTexture2DEXT glFramebufferTexture2DOES
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#define glFramebufferTexture3DEXT glFramebufferTexture3DOES
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#define glFramebufferRenderbufferEXT glFramebufferRenderbufferOES
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#define glGetFramebufferAttachmentParameterivEXT glGetFramebufferAttachmentParameterivOES
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#define glGenerateMipmapEXT glGenerateMipmapOES
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#define GL_FRAMEBUFFER_EXT GL_FRAMEBUFFER_OES
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#define GL_RGBA8 GL_RGBA
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#define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0_OES
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#define GL_RENDERBUFFER_EXT GL_RENDERBUFFER_OES
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#define GL_DEPTH24_STENCIL8_EXT GL_DEPTH24_STENCIL8_OES
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#define GL_RENDERBUFFER_DEPTH_SIZE_EXT GL_RENDERBUFFER_DEPTH_SIZE_OES
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#define GL_DEPTH_ATTACHMENT_EXT GL_DEPTH_ATTACHMENT_OES
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#define GL_STENCIL_ATTACHMENT_EXT GL_STENCIL_ATTACHMENT_OES
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#define GL_FRAMEBUFFER_COMPLETE_EXT GL_FRAMEBUFFER_COMPLETE_OES
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#define GL_FRAMEBUFFER_UNSUPPORTED_EXT GL_FRAMEBUFFER_UNSUPPORTED_OES
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#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES
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#endif
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//==============================================================================
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class OpenGLFrameBuffer::Pimpl
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{
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public:
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Pimpl (const int width_, const int height_,
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const bool wantsDepthBuffer, const bool wantsStencilBuffer)
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: width (width_),
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height (height_),
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textureID (0),
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frameBufferHandle (0),
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depthOrStencilBuffer (0),
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hasDepthBuffer (false),
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hasStencilBuffer (false),
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ok (false)
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{
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// Framebuffer objects can only be created when the current thread has an active OpenGL
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// context. You'll need to make an OpenGLComponent active before calling this.
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jassert (OpenGLHelpers::isContextActive());
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#if JUCE_WINDOWS || JUCE_LINUX
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initialiseFrameBufferFunctions();
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if (glGenFramebuffersEXT == nullptr)
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return;
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#endif
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OpenGLHelpers::resetErrorState();
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glGenFramebuffersEXT (1, &frameBufferHandle);
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, frameBufferHandle);
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glGenTextures (1, &textureID);
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glBindTexture (GL_TEXTURE_2D, textureID);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureID, 0);
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if (wantsDepthBuffer || wantsStencilBuffer)
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{
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glGenRenderbuffersEXT (1, &depthOrStencilBuffer);
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glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, depthOrStencilBuffer);
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jassert (glIsRenderbufferEXT (depthOrStencilBuffer));
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glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT,
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(wantsDepthBuffer && wantsStencilBuffer) ? GL_DEPTH24_STENCIL8_EXT
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#if JUCE_OPENGL_ES
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: GL_DEPTH_COMPONENT16,
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#else
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: GL_DEPTH_COMPONENT,
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#endif
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width, height);
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GLint params = 0;
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glGetRenderbufferParameterivEXT (GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, ¶ms);
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glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthOrStencilBuffer);
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if (wantsStencilBuffer)
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glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthOrStencilBuffer);
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hasDepthBuffer = wantsDepthBuffer;
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hasStencilBuffer = wantsStencilBuffer;
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}
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ok = checkStatus();
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
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}
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~Pimpl()
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{
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if (textureID != 0)
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glDeleteTextures (1, &textureID);
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if (depthOrStencilBuffer != 0)
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glDeleteRenderbuffersEXT (1, &depthOrStencilBuffer);
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if (frameBufferHandle != 0)
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glDeleteFramebuffersEXT (1, &frameBufferHandle);
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}
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bool bind() { return bind (frameBufferHandle); }
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bool unbind() { return bind (0); }
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const int width, height;
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GLuint textureID, frameBufferHandle, depthOrStencilBuffer;
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bool hasDepthBuffer, hasStencilBuffer, ok;
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private:
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bool bind (GLuint buffer)
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{
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if (ok)
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{
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, buffer);
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ok = checkStatus();
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}
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return ok;
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}
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static bool checkStatus() noexcept
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{
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const GLenum status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
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return status == GL_NO_ERROR
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|| status == GL_FRAMEBUFFER_COMPLETE_EXT;
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}
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JUCE_DECLARE_NON_COPYABLE (Pimpl);
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};
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//==============================================================================
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class OpenGLFrameBuffer::SavedState
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{
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public:
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SavedState (OpenGLFrameBuffer& buffer, const int w, const int h)
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: width (w), height (h),
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data (w * h)
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{
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buffer.readPixels (data, Rectangle<int> (w, h));
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}
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bool restore (OpenGLFrameBuffer& buffer)
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{
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if (buffer.initialise (width, height))
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{
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buffer.writePixels (data, Rectangle<int> (width, height));
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return true;
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}
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return false;
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}
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private:
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const int width, height;
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HeapBlock <PixelARGB> data;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState);
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};
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//==============================================================================
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OpenGLFrameBuffer::OpenGLFrameBuffer() {}
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OpenGLFrameBuffer::~OpenGLFrameBuffer() {}
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bool OpenGLFrameBuffer::initialise (int width, int height)
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{
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pimpl = nullptr;
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pimpl = new Pimpl (width, height, false, false);
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if (! pimpl->ok)
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pimpl = nullptr;
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return pimpl != nullptr;
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}
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bool OpenGLFrameBuffer::initialise (const Image& image)
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{
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if (! image.isARGB())
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return initialise (image.convertedToFormat (Image::ARGB));
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Image::BitmapData bitmap (image, Image::BitmapData::readOnly);
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return initialise (bitmap.width, bitmap.height)
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&& writePixels ((const PixelARGB*) bitmap.data, image.getBounds());
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}
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bool OpenGLFrameBuffer::initialise (const OpenGLFrameBuffer& other)
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{
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const Pimpl* const p = other.pimpl;
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if (p == nullptr)
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{
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pimpl = nullptr;
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return true;
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}
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if (initialise (p->width, p->height))
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{
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pimpl->bind();
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OpenGLHelpers::prepareFor2D (p->width, p->height);
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glDisable (GL_BLEND);
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glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
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other.drawAt (0, 0);
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pimpl->unbind();
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}
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return false;
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}
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void OpenGLFrameBuffer::release()
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{
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pimpl = nullptr;
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savedState = nullptr;
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}
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void OpenGLFrameBuffer::saveAndRelease()
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{
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if (pimpl != nullptr)
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{
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savedState = new SavedState (*this, pimpl->width, pimpl->height);
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pimpl = nullptr;
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}
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}
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bool OpenGLFrameBuffer::reloadSavedCopy()
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{
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if (savedState != nullptr)
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{
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ScopedPointer<SavedState> state (savedState);
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if (state->restore (*this))
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return true;
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savedState = state;
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}
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return false;
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}
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int OpenGLFrameBuffer::getWidth() const noexcept { return pimpl != nullptr ? pimpl->width : 0; }
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int OpenGLFrameBuffer::getHeight() const noexcept { return pimpl != nullptr ? pimpl->height : 0; }
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GLuint OpenGLFrameBuffer::getTextureID() const noexcept { return pimpl != nullptr ? pimpl->textureID : 0; }
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bool OpenGLFrameBuffer::makeCurrentRenderingTarget()
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{
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// trying to use a framebuffer after saving it with saveAndRelease()! Be sure to call
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// reloadSavedCopy() to put it back into GPU memory before using it..
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jassert (savedState == nullptr);
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return pimpl != nullptr && pimpl->bind();
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}
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void OpenGLFrameBuffer::setCurrentFrameBufferTarget (GLuint frameBufferID)
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{
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, frameBufferID);
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}
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void OpenGLFrameBuffer::releaseAsRenderingTarget()
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{
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setCurrentFrameBufferTarget (0);
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}
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void OpenGLFrameBuffer::clear (const Colour& colour)
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{
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if (makeCurrentRenderingTarget())
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{
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OpenGLHelpers::clear (colour);
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releaseAsRenderingTarget();
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}
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}
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void OpenGLFrameBuffer::makeCurrentAndClear()
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{
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if (makeCurrentRenderingTarget())
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{
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glClearColor (0, 0, 0, 0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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}
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bool OpenGLFrameBuffer::readPixels (PixelARGB* target, const Rectangle<int>& area)
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{
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if (! makeCurrentRenderingTarget())
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return false;
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glPixelStorei (GL_PACK_ALIGNMENT, 4);
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glReadPixels (area.getX(), area.getY(), area.getWidth(), area.getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, target);
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
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return true;
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}
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bool OpenGLFrameBuffer::writePixels (const PixelARGB* data, const Rectangle<int>& area)
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{
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if (! makeCurrentRenderingTarget())
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return false;
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const int invertedY = pimpl->height - area.getBottom();
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OpenGLHelpers::prepareFor2D (pimpl->width, pimpl->height);
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_BLEND);
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glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
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#if JUCE_OPENGL_ES
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{
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// GLES has no glDrawPixels function, so we have to create a texture and draw it..
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glEnable (GL_TEXTURE_2D);
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OpenGLTexture temp;
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temp.load (data, area.getWidth(), area.getHeight());
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temp.bind();
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const GLint cropRect[4] = { 0, 0, area.getWidth(), area.getHeight() };
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glTexParameteriv (GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
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glDrawTexiOES (area.getX(), invertedY, 1, area.getWidth(), area.getHeight());
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glBindTexture (GL_TEXTURE_2D, 0);
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}
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#else
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glRasterPos2i (area.getX(), invertedY);
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glBindTexture (GL_TEXTURE_2D, 0);
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glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
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glDrawPixels (area.getWidth(), area.getHeight(), GL_BGRA_EXT, GL_UNSIGNED_BYTE, data);
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#endif
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
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return true;
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}
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void OpenGLFrameBuffer::draw2D (float x1, float y1,
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float x2, float y2,
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float x3, float y3,
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float x4, float y4,
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const Colour& colour) const
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{
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if (pimpl != nullptr)
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{
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glBindTexture (GL_TEXTURE_2D, pimpl->textureID);
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OpenGLHelpers::drawQuad2D (x1, y1, x2, y2, x3, y3, x4, y4, colour);
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glBindTexture (GL_TEXTURE_2D, 0);
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}
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}
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void OpenGLFrameBuffer::draw3D (float x1, float y1, float z1,
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float x2, float y2, float z2,
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float x3, float y3, float z3,
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float x4, float y4, float z4,
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const Colour& colour) const
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{
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if (pimpl != nullptr)
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{
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glBindTexture (GL_TEXTURE_2D, pimpl->textureID);
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OpenGLHelpers::drawQuad3D (x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, colour);
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glBindTexture (GL_TEXTURE_2D, 0);
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}
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}
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void OpenGLFrameBuffer::drawAt (float x1, float y1) const
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{
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if (pimpl != nullptr)
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{
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, pimpl->textureID);
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glDisableClientState (GL_COLOR_ARRAY);
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glDisableClientState (GL_NORMAL_ARRAY);
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const GLfloat vertices[] = { x1, y1,
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x1 + pimpl->width, y1,
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x1, y1 + pimpl->height,
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x1 + pimpl->width, y1 + pimpl->height };
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const GLfloat textureCoords[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f };
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glEnableClientState (GL_VERTEX_ARRAY);
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glVertexPointer (2, GL_FLOAT, 0, vertices);
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glEnableClientState (GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer (2, GL_FLOAT, 0, textureCoords);
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glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture (GL_TEXTURE_2D, 0);
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}
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}
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END_JUCE_NAMESPACE
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