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https://github.com/juce-framework/JUCE.git
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153 lines
5.8 KiB
C++
153 lines
5.8 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found 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.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_OPENGLFRAMEBUFFER_H_INCLUDED
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#define JUCE_OPENGLFRAMEBUFFER_H_INCLUDED
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//==============================================================================
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/**
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Creates an openGL frame buffer.
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*/
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class JUCE_API OpenGLFrameBuffer
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{
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public:
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/** Creates an uninitialised buffer.
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To actually allocate the buffer, use initialise().
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*/
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OpenGLFrameBuffer();
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/** Destructor. */
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~OpenGLFrameBuffer();
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//==============================================================================
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/** Tries to allocates a buffer of the given size.
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Note that a valid openGL context must be selected when you call this method,
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or it will fail.
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*/
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bool initialise (OpenGLContext& context, int width, int height);
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/** Tries to allocates a buffer containing a copy of a given image.
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Note that a valid openGL context must be selected when you call this method,
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or it will fail.
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*/
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bool initialise (OpenGLContext& context, const Image& content);
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/** Tries to allocate a copy of another framebuffer.
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*/
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bool initialise (OpenGLFrameBuffer& other);
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/** Releases the buffer, if one has been allocated.
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Any saved state that was created with saveAndRelease() will also be freed by this call.
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*/
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void release();
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/** If the framebuffer is active, this will save a stashed copy of its contents in main memory,
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and will release the GL buffer.
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After saving, the original state can be restored again by calling reloadSavedCopy().
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*/
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void saveAndRelease();
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/** Restores the framebuffer content that was previously saved using saveAndRelease().
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After saving to main memory, the original state can be restored by calling restoreToGPUMemory().
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*/
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bool reloadSavedCopy (OpenGLContext& context);
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//==============================================================================
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/** Returns true if a valid buffer has been allocated. */
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bool isValid() const noexcept { return pimpl != nullptr; }
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/** Returns the width of the buffer. */
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int getWidth() const noexcept;
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/** Returns the height of the buffer. */
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int getHeight() const noexcept;
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/** Returns the texture ID number for using this buffer as a texture. */
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GLuint getTextureID() const noexcept;
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//==============================================================================
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/** Selects this buffer as the current OpenGL rendering target. */
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bool makeCurrentRenderingTarget();
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/** Deselects this buffer as the current OpenGL rendering target. */
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void releaseAsRenderingTarget();
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/** Returns the ID of this framebuffer, or 0 if it isn't initialised. */
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GLuint getFrameBufferID() const;
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/** Returns the current frame buffer ID for the current context. */
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static GLuint getCurrentFrameBufferTarget();
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/** Clears the framebuffer with the specified colour. */
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void clear (Colour colour);
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/** Selects the framebuffer as the current target, and clears it to transparent. */
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void makeCurrentAndClear();
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#if JUCE_USE_OPENGL_FIXED_FUNCTION
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/** Draws this framebuffer onto the current context, with the specified corner positions. */
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void 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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Colour colour) const;
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/** Draws this framebuffer onto the current context, with the specified corner positions. */
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void 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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Colour colour) const;
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/** Draws the framebuffer at a given position. */
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void drawAt (float x1, float y1) const;
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#endif
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/** Reads an area of pixels from the framebuffer into a 32-bit ARGB pixel array.
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The lineStride is measured as a number of pixels, not bytes - pass a stride
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of 0 to indicate a packed array.
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*/
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bool readPixels (PixelARGB* targetData, const Rectangle<int>& sourceArea);
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/** Writes an area of pixels into the framebuffer from a specified pixel array.
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The lineStride is measured as a number of pixels, not bytes - pass a stride
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of 0 to indicate a packed array.
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*/
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bool writePixels (const PixelARGB* srcData, const Rectangle<int>& targetArea);
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private:
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class Pimpl;
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friend struct ContainerDeletePolicy<Pimpl>;
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ScopedPointer<Pimpl> pimpl;
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class SavedState;
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friend struct ContainerDeletePolicy<SavedState>;
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ScopedPointer<SavedState> savedState;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLFrameBuffer)
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};
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#endif // JUCE_OPENGLFRAMEBUFFER_H_INCLUDED
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