mirror of
https://github.com/juce-framework/JUCE.git
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396 lines
14 KiB
C++
396 lines
14 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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class OpenGLFrameBuffer::Pimpl
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{
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public:
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Pimpl (const OpenGLContext& context_, const int width_, const int height_,
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const bool wantsDepthBuffer, const bool wantsStencilBuffer)
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: context (context_),
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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 (true)
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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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if (context.extensions.glGenFramebuffers == nullptr)
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return;
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#endif
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context.extensions.glGenFramebuffers (1, &frameBufferHandle);
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context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 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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context.extensions.glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
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if (wantsDepthBuffer || wantsStencilBuffer)
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{
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context.extensions.glGenRenderbuffers (1, &depthOrStencilBuffer);
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context.extensions.glBindRenderbuffer (GL_RENDERBUFFER, depthOrStencilBuffer);
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jassert (context.extensions.glIsRenderbuffer (depthOrStencilBuffer));
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context.extensions.glRenderbufferStorage (GL_RENDERBUFFER,
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(wantsDepthBuffer && wantsStencilBuffer) ? GL_DEPTH24_STENCIL8
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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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context.extensions.glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_DEPTH_SIZE, ¶ms);
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context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
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if (wantsStencilBuffer)
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context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
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hasDepthBuffer = wantsDepthBuffer;
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hasStencilBuffer = wantsStencilBuffer;
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}
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context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 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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context.extensions.glDeleteRenderbuffers (1, &depthOrStencilBuffer);
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if (frameBufferHandle != 0)
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context.extensions.glDeleteFramebuffers (1, &frameBufferHandle);
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}
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void bind() { context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, frameBufferHandle); }
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void unbind() { context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0); }
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const OpenGLContext& context;
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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 checkStatus() noexcept
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{
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const GLenum status = context.extensions.glCheckFramebufferStatus (GL_FRAMEBUFFER);
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return status == GL_NO_ERROR
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|| status == GL_FRAMEBUFFER_COMPLETE;
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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 (const OpenGLContext& context, OpenGLFrameBuffer& buffer)
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{
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if (buffer.initialise (context, 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 (const OpenGLContext& context, int width, int height)
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{
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jassert (context.isActive()); // The context must be active when creating a framebuffer!
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pimpl = nullptr;
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pimpl = new Pimpl (context, 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 OpenGLContext& context, const Image& image)
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{
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if (! image.isARGB())
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return initialise (context, image.convertedToFormat (Image::ARGB));
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Image::BitmapData bitmap (image, Image::BitmapData::readOnly);
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return initialise (context, 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->context, 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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return true;
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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 (const OpenGLContext& context)
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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 (context, *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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if (pimpl == nullptr)
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return false;
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pimpl->bind();
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return true;
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}
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GLuint OpenGLFrameBuffer::getCurrentFrameBufferTarget()
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{
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GLint fb;
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glGetIntegerv (GL_FRAMEBUFFER_BINDING, &fb);
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return (GLuint) fb;
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}
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void OpenGLFrameBuffer::releaseAsRenderingTarget()
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{
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if (pimpl != nullptr)
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pimpl->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 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_BGRA_EXT, GL_UNSIGNED_BYTE, target);
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pimpl->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0);
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glPixelStorei (GL_PACK_ALIGNMENT, 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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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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OpenGLTexture tex;
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tex.loadARGBFlipped (data, area.getWidth(), area.getHeight());
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const int texH = tex.getHeight();
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#if JUCE_OPENGL_ES
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tex.bind();
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const GLint cropRect[4] = { 0, texH - area.getHeight(), area.getWidth(), area.getHeight() };
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glTexParameteriv (GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
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glEnable (GL_TEXTURE_2D);
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glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
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glDrawTexiOES (area.getX(), area.getY(), 1, area.getWidth(), area.getHeight());
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glBindTexture (GL_TEXTURE_2D, 0);
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#else
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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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glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
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const int x = area.getX();
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const int y = area.getY() - (texH - area.getHeight());
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const GLfloat x1 = (GLfloat) x;
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const GLfloat y1 = (GLfloat) y;
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const GLfloat x2 = (GLfloat) (x + tex.getWidth());
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const GLfloat y2 = (GLfloat) (y + texH);
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const GLfloat vertices[] = { x1, y1, x2, y1, x1, y2, x2, y2 };
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const GLfloat textureCoords[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f };
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OpenGLHelpers::drawTriangleStrip (vertices, textureCoords, 4, tex.getTextureID());
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#endif
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pimpl->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 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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