mirror of
https://github.com/juce-framework/JUCE.git
synced 2026-01-10 23:44:24 +00:00
1204 lines
38 KiB
C++
1204 lines
38 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2015 - ROLI 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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#if JUCE_IOS
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struct AppInactivityCallback // NB: this is a duplicate of an internal declaration in juce_core
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{
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virtual ~AppInactivityCallback() {}
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virtual void appBecomingInactive() = 0;
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};
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extern Array<AppInactivityCallback*> appBecomingInactiveCallbacks;
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// On iOS, all GL calls will crash when the app is running in the background, so
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// this prevents them from happening (which some messy locking behaviour)
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struct iOSBackgroundProcessCheck : public AppInactivityCallback
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{
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iOSBackgroundProcessCheck() { isBackgroundProcess(); appBecomingInactiveCallbacks.add (this); }
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~iOSBackgroundProcessCheck() { appBecomingInactiveCallbacks.removeAllInstancesOf (this); }
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bool isBackgroundProcess()
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{
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const bool b = Process::isForegroundProcess();
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isForeground.set (b ? 1 : 0);
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return ! b;
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}
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void appBecomingInactive() override
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{
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int counter = 2000;
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while (--counter > 0 && isForeground.get() != 0)
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Thread::sleep (1);
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}
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private:
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Atomic<int> isForeground;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (iOSBackgroundProcessCheck)
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};
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#endif
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//==============================================================================
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class OpenGLContext::CachedImage : public CachedComponentImage,
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private ThreadPoolJob
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{
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public:
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CachedImage (OpenGLContext& c, Component& comp,
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const OpenGLPixelFormat& pixFormat, void* contextToShare)
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: ThreadPoolJob ("OpenGL Rendering"),
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context (c), component (comp),
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scale (1.0),
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#if JUCE_OPENGL3
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vertexArrayObject (0),
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#endif
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#if JUCE_OPENGL_ES
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shadersAvailable (true),
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#else
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shadersAvailable (false),
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#endif
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hasInitialised (false),
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needsUpdate (1), lastMMLockReleaseTime (0)
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{
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nativeContext = new NativeContext (component, pixFormat, contextToShare,
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c.useMultisampling, c.versionRequired);
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if (nativeContext->createdOk())
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context.nativeContext = nativeContext;
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else
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nativeContext = nullptr;
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}
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~CachedImage()
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{
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stop();
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}
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//==============================================================================
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void start()
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{
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if (nativeContext != nullptr)
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{
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renderThread = new ThreadPool (1);
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resume();
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}
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}
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void stop()
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{
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if (renderThread != nullptr)
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{
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// make sure everything has finished executing
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destroying.set (1);
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if (workQueue.size() > 0)
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{
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if (! renderThread->contains (this))
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resume();
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execute (new DoNothingWorker(), true, true);
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}
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pause();
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renderThread = nullptr;
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}
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hasInitialised = false;
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}
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//==============================================================================
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void pause()
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{
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if (renderThread != nullptr)
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{
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repaintEvent.signal();
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renderThread->removeJob (this, true, -1);
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}
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}
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void resume()
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{
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if (renderThread != nullptr)
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renderThread->addJob (this, false);
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}
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//==============================================================================
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void paint (Graphics&) override {}
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bool invalidateAll() override
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{
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validArea.clear();
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triggerRepaint();
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return false;
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}
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bool invalidate (const Rectangle<int>& area) override
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{
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validArea.subtract (area * scale);
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triggerRepaint();
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return false;
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}
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void releaseResources() override
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{
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stop();
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}
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void triggerRepaint()
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{
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needsUpdate = 1;
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repaintEvent.signal();
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}
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//==============================================================================
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bool ensureFrameBufferSize()
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{
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const int fbW = cachedImageFrameBuffer.getWidth();
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const int fbH = cachedImageFrameBuffer.getHeight();
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if (fbW != viewportArea.getWidth() || fbH != viewportArea.getHeight() || ! cachedImageFrameBuffer.isValid())
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{
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if (! cachedImageFrameBuffer.initialise (context, viewportArea.getWidth(), viewportArea.getHeight()))
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return false;
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validArea.clear();
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JUCE_CHECK_OPENGL_ERROR
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}
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return true;
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}
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void clearRegionInFrameBuffer (const RectangleList<int>& list)
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{
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glClearColor (0, 0, 0, 0);
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glEnable (GL_SCISSOR_TEST);
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const GLuint previousFrameBufferTarget = OpenGLFrameBuffer::getCurrentFrameBufferTarget();
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cachedImageFrameBuffer.makeCurrentRenderingTarget();
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const int imageH = cachedImageFrameBuffer.getHeight();
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for (const Rectangle<int>* i = list.begin(), * const e = list.end(); i != e; ++i)
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{
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glScissor (i->getX(), imageH - i->getBottom(), i->getWidth(), i->getHeight());
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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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glDisable (GL_SCISSOR_TEST);
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context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, previousFrameBufferTarget);
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JUCE_CHECK_OPENGL_ERROR
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}
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bool renderFrame()
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{
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ScopedPointer<MessageManagerLock> mmLock;
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const bool isUpdating = needsUpdate.compareAndSetBool (0, 1);
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if (context.renderComponents && isUpdating)
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{
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MessageLockWorker worker (*this);
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// This avoids hogging the message thread when doing intensive rendering.
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if (lastMMLockReleaseTime + 1 >= Time::getMillisecondCounter())
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Thread::sleep (2);
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mmLock = new MessageManagerLock (worker); // need to acquire this before locking the context.
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if (! mmLock->lockWasGained())
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return false;
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updateViewportSize (false);
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}
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if (! context.makeActive())
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return false;
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NativeContext::Locker locker (*nativeContext);
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JUCE_CHECK_OPENGL_ERROR
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doWorkWhileWaitingForLock (true);
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if (context.renderer != nullptr)
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{
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glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight());
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context.currentRenderScale = scale;
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context.renderer->renderOpenGL();
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clearGLError();
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bindVertexArray();
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}
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if (context.renderComponents)
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{
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if (isUpdating)
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{
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paintComponent();
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if (! hasInitialised)
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return false;
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mmLock = nullptr;
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lastMMLockReleaseTime = Time::getMillisecondCounter();
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}
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glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight());
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drawComponentBuffer();
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}
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context.swapBuffers();
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OpenGLContext::deactivateCurrentContext();
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return true;
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}
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void updateViewportSize (bool canTriggerUpdate)
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{
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if (ComponentPeer* peer = component.getPeer())
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{
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lastScreenBounds = component.getTopLevelComponent()->getScreenBounds();
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const double newScale = Desktop::getInstance().getDisplays()
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.getDisplayContaining (lastScreenBounds.getCentre()).scale;
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Rectangle<int> newArea (peer->getComponent().getLocalArea (&component, component.getLocalBounds())
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.withZeroOrigin()
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* newScale);
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if (scale != newScale || viewportArea != newArea)
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{
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scale = newScale;
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viewportArea = newArea;
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if (canTriggerUpdate)
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invalidateAll();
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}
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}
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}
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void bindVertexArray() noexcept
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{
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#if JUCE_OPENGL3
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if (vertexArrayObject != 0)
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context.extensions.glBindVertexArray (vertexArrayObject);
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#endif
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}
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void checkViewportBounds()
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{
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const Rectangle<int> screenBounds (component.getTopLevelComponent()->getScreenBounds());
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if (lastScreenBounds != screenBounds)
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updateViewportSize (true);
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}
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void paintComponent()
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{
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// you mustn't set your own cached image object when attaching a GL context!
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jassert (get (component) == this);
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if (! ensureFrameBufferSize())
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return;
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RectangleList<int> invalid (viewportArea);
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invalid.subtract (validArea);
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validArea = viewportArea;
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if (! invalid.isEmpty())
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{
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clearRegionInFrameBuffer (invalid);
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{
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ScopedPointer<LowLevelGraphicsContext> g (createOpenGLGraphicsContext (context, cachedImageFrameBuffer));
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g->clipToRectangleList (invalid);
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g->addTransform (AffineTransform::scale ((float) scale));
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paintOwner (*g);
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JUCE_CHECK_OPENGL_ERROR
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}
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if (! context.isActive())
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context.makeActive();
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}
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JUCE_CHECK_OPENGL_ERROR
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}
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void drawComponentBuffer()
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{
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#if ! JUCE_ANDROID
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glEnable (GL_TEXTURE_2D);
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clearGLError();
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#endif
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#if JUCE_WINDOWS
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// some stupidly old drivers are missing this function, so try to at least avoid a crash here,
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// but if you hit this assertion you may want to have your own version check before using the
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// component rendering stuff on such old drivers.
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jassert (context.extensions.glActiveTexture != nullptr);
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if (context.extensions.glActiveTexture != nullptr)
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#endif
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context.extensions.glActiveTexture (GL_TEXTURE0);
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glBindTexture (GL_TEXTURE_2D, cachedImageFrameBuffer.getTextureID());
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bindVertexArray();
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const Rectangle<int> cacheBounds (cachedImageFrameBuffer.getWidth(), cachedImageFrameBuffer.getHeight());
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context.copyTexture (cacheBounds, cacheBounds, cacheBounds.getWidth(), cacheBounds.getHeight(), false);
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glBindTexture (GL_TEXTURE_2D, 0);
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JUCE_CHECK_OPENGL_ERROR
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}
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void paintOwner (LowLevelGraphicsContext& llgc)
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{
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Graphics g (llgc);
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#if JUCE_ENABLE_REPAINT_DEBUGGING
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#ifdef JUCE_IS_REPAINT_DEBUGGING_ACTIVE
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if (JUCE_IS_REPAINT_DEBUGGING_ACTIVE)
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#endif
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{
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g.saveState();
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}
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#endif
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JUCE_TRY
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{
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component.paintEntireComponent (g, false);
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}
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JUCE_CATCH_EXCEPTION
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#if JUCE_ENABLE_REPAINT_DEBUGGING
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#ifdef JUCE_IS_REPAINT_DEBUGGING_ACTIVE
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if (JUCE_IS_REPAINT_DEBUGGING_ACTIVE)
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#endif
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{
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// enabling this code will fill all areas that get repainted with a colour overlay, to show
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// clearly when things are being repainted.
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g.restoreState();
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static Random rng;
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g.fillAll (Colour ((uint8) rng.nextInt (255),
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(uint8) rng.nextInt (255),
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(uint8) rng.nextInt (255),
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(uint8) 0x50));
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}
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#endif
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}
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void handleResize()
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{
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updateViewportSize (true);
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#if JUCE_MAC
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if (hasInitialised)
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{
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[nativeContext->view update];
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renderFrame();
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}
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#endif
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}
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//==============================================================================
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JobStatus runJob() override
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{
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{
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MessageLockWorker worker (*this);
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// Allow the message thread to finish setting-up the context before using it..
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MessageManagerLock mml (worker);
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if (! mml.lockWasGained())
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return ThreadPoolJob::jobHasFinished;
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}
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initialiseOnThread();
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hasInitialised = true;
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while (! shouldExit())
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{
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#if JUCE_IOS
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if (backgroundProcessCheck.isBackgroundProcess())
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{
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repaintEvent.wait (300);
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continue;
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}
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#endif
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if (shouldExit())
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break;
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if (! renderFrame())
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repaintEvent.wait (5); // failed to render, so avoid a tight fail-loop.
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else if (! context.continuousRepaint && ! shouldExit())
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repaintEvent.wait (-1);
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}
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hasInitialised = false;
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context.makeActive();
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shutdownOnThread();
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OpenGLContext::deactivateCurrentContext();
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return ThreadPoolJob::jobHasFinished;
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}
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void initialiseOnThread()
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{
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// On android, this can get called twice, so drop any previous state..
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associatedObjectNames.clear();
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associatedObjects.clear();
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cachedImageFrameBuffer.release();
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context.makeActive();
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nativeContext->initialiseOnRenderThread (context);
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#if JUCE_ANDROID
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// On android the context may be created in initialiseOnRenderThread
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// and we therefore need to call makeActive again
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context.makeActive();
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#endif
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context.extensions.initialise();
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#if JUCE_OPENGL3
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if (OpenGLShaderProgram::getLanguageVersion() > 1.2)
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{
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context.extensions.glGenVertexArrays (1, &vertexArrayObject);
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bindVertexArray();
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}
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#endif
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glViewport (0, 0, component.getWidth(), component.getHeight());
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nativeContext->setSwapInterval (1);
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#if ! JUCE_OPENGL_ES
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JUCE_CHECK_OPENGL_ERROR
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shadersAvailable = OpenGLShaderProgram::getLanguageVersion() > 0;
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clearGLError();
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#endif
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if (context.renderer != nullptr)
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context.renderer->newOpenGLContextCreated();
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}
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void shutdownOnThread()
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{
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if (context.renderer != nullptr)
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context.renderer->openGLContextClosing();
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#if JUCE_OPENGL3
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if (vertexArrayObject != 0)
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context.extensions.glDeleteVertexArrays (1, &vertexArrayObject);
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#endif
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associatedObjectNames.clear();
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associatedObjects.clear();
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cachedImageFrameBuffer.release();
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nativeContext->shutdownOnRenderThread();
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}
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//==============================================================================
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struct MessageLockWorker : MessageManagerLock::BailOutChecker
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{
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MessageLockWorker (CachedImage& cachedImageRequestingLock)
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: owner (cachedImageRequestingLock)
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{
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}
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bool shouldAbortAcquiringLock() override { return owner.doWorkWhileWaitingForLock (false); }
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CachedImage& owner;
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JUCE_DECLARE_NON_COPYABLE(MessageLockWorker)
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};
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//==============================================================================
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struct BlockingWorker : OpenGLContext::AsyncWorker
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{
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BlockingWorker (OpenGLContext::AsyncWorker::Ptr && workerToUse)
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: originalWorker (static_cast<OpenGLContext::AsyncWorker::Ptr&&> (workerToUse))
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{}
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void operator() (OpenGLContext& calleeContext)
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{
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if (originalWorker != nullptr)
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(*originalWorker) (calleeContext);
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finishedSignal.signal();
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}
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void block() { finishedSignal.wait(); }
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OpenGLContext::AsyncWorker::Ptr originalWorker;
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WaitableEvent finishedSignal;
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};
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bool doWorkWhileWaitingForLock (bool contextIsAlreadyActive)
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{
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bool contextActivated = false;
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for (OpenGLContext::AsyncWorker::Ptr work = workQueue.removeAndReturn (0);
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work != nullptr && (! shouldExit()); work = workQueue.removeAndReturn (0))
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{
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if ((! contextActivated) && (! contextIsAlreadyActive))
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{
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if (! context.makeActive())
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break;
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contextActivated = true;
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}
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NativeContext::Locker locker (*nativeContext);
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(*work) (context);
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clearGLError();
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}
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if (contextActivated)
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OpenGLContext::deactivateCurrentContext();
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return shouldExit();
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}
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void execute (OpenGLContext::AsyncWorker::Ptr workerToUse, bool shouldBlock, bool calledFromDestructor = false)
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{
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if (calledFromDestructor || destroying.get() == 0)
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{
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BlockingWorker* blocker = (shouldBlock ? new BlockingWorker (static_cast<OpenGLContext::AsyncWorker::Ptr&&> (workerToUse)) : nullptr);
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OpenGLContext::AsyncWorker::Ptr worker = (blocker != nullptr ? blocker : static_cast<OpenGLContext::AsyncWorker::Ptr&&> (workerToUse));
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workQueue.add (worker);
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context.triggerRepaint();
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if (blocker != nullptr)
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blocker->block();
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}
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else
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jassertfalse; // you called execute AFTER you detached your openglcontext
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}
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|
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//==============================================================================
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|
static CachedImage* get (Component& c) noexcept
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{
|
|
return dynamic_cast<CachedImage*> (c.getCachedComponentImage());
|
|
}
|
|
|
|
//==============================================================================
|
|
// used to push no work on to the gl thread to easily block
|
|
struct DoNothingWorker : OpenGLContext::AsyncWorker
|
|
{
|
|
DoNothingWorker() {}
|
|
void operator() (OpenGLContext&) override {}
|
|
};
|
|
|
|
//==============================================================================
|
|
ScopedPointer<NativeContext> nativeContext;
|
|
|
|
OpenGLContext& context;
|
|
Component& component;
|
|
|
|
OpenGLFrameBuffer cachedImageFrameBuffer;
|
|
RectangleList<int> validArea;
|
|
Rectangle<int> viewportArea, lastScreenBounds;
|
|
double scale;
|
|
#if JUCE_OPENGL3
|
|
GLuint vertexArrayObject;
|
|
#endif
|
|
|
|
StringArray associatedObjectNames;
|
|
ReferenceCountedArray<ReferenceCountedObject> associatedObjects;
|
|
|
|
WaitableEvent canPaintNowFlag, finishedPaintingFlag, repaintEvent;
|
|
bool shadersAvailable, hasInitialised;
|
|
Atomic<int> needsUpdate, destroying;
|
|
uint32 lastMMLockReleaseTime;
|
|
|
|
ScopedPointer<ThreadPool> renderThread;
|
|
ReferenceCountedArray<OpenGLContext::AsyncWorker, CriticalSection> workQueue;
|
|
|
|
#if JUCE_IOS
|
|
iOSBackgroundProcessCheck backgroundProcessCheck;
|
|
#endif
|
|
|
|
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (CachedImage)
|
|
};
|
|
|
|
//==============================================================================
|
|
class OpenGLContext::Attachment : public ComponentMovementWatcher,
|
|
private Timer
|
|
{
|
|
public:
|
|
Attachment (OpenGLContext& c, Component& comp)
|
|
: ComponentMovementWatcher (&comp), context (c)
|
|
{
|
|
if (canBeAttached (comp))
|
|
attach();
|
|
}
|
|
|
|
~Attachment()
|
|
{
|
|
detach();
|
|
}
|
|
|
|
void detach()
|
|
{
|
|
stopTimer();
|
|
|
|
Component& comp = *getComponent();
|
|
|
|
#if JUCE_MAC
|
|
[[(NSView*) comp.getWindowHandle() window] disableScreenUpdatesUntilFlush];
|
|
#endif
|
|
|
|
if (CachedImage* const oldCachedImage = CachedImage::get (comp))
|
|
oldCachedImage->stop(); // (must stop this before detaching it from the component)
|
|
|
|
comp.setCachedComponentImage (nullptr);
|
|
context.nativeContext = nullptr;
|
|
}
|
|
|
|
void componentMovedOrResized (bool /*wasMoved*/, bool /*wasResized*/) override
|
|
{
|
|
Component& comp = *getComponent();
|
|
|
|
if (isAttached (comp) != canBeAttached (comp))
|
|
componentVisibilityChanged();
|
|
|
|
if (comp.getWidth() > 0 && comp.getHeight() > 0
|
|
&& context.nativeContext != nullptr)
|
|
{
|
|
if (CachedImage* const c = CachedImage::get (comp))
|
|
c->handleResize();
|
|
|
|
if (ComponentPeer* peer = comp.getTopLevelComponent()->getPeer())
|
|
context.nativeContext->updateWindowPosition (peer->getAreaCoveredBy (comp));
|
|
}
|
|
}
|
|
|
|
void componentPeerChanged() override
|
|
{
|
|
detach();
|
|
componentVisibilityChanged();
|
|
}
|
|
|
|
void componentVisibilityChanged() override
|
|
{
|
|
Component& comp = *getComponent();
|
|
|
|
if (canBeAttached (comp))
|
|
{
|
|
if (isAttached (comp))
|
|
comp.repaint(); // (needed when windows are un-minimised)
|
|
else
|
|
attach();
|
|
}
|
|
else
|
|
{
|
|
detach();
|
|
}
|
|
}
|
|
|
|
#if JUCE_DEBUG || JUCE_LOG_ASSERTIONS
|
|
void componentBeingDeleted (Component& c) override
|
|
{
|
|
/* You must call detach() or delete your OpenGLContext to remove it
|
|
from a component BEFORE deleting the component that it is using!
|
|
*/
|
|
jassertfalse;
|
|
|
|
ComponentMovementWatcher::componentBeingDeleted (c);
|
|
}
|
|
#endif
|
|
|
|
private:
|
|
OpenGLContext& context;
|
|
|
|
static bool canBeAttached (const Component& comp) noexcept
|
|
{
|
|
return comp.getWidth() > 0 && comp.getHeight() > 0 && isShowingOrMinimised (comp);
|
|
}
|
|
|
|
static bool isShowingOrMinimised (const Component& c)
|
|
{
|
|
if (! c.isVisible())
|
|
return false;
|
|
|
|
if (Component* p = c.getParentComponent())
|
|
return isShowingOrMinimised (*p);
|
|
|
|
return c.getPeer() != nullptr;
|
|
}
|
|
|
|
static bool isAttached (const Component& comp) noexcept
|
|
{
|
|
return comp.getCachedComponentImage() != nullptr;
|
|
}
|
|
|
|
void attach()
|
|
{
|
|
Component& comp = *getComponent();
|
|
CachedImage* const newCachedImage = new CachedImage (context, comp,
|
|
context.openGLPixelFormat,
|
|
context.contextToShareWith);
|
|
comp.setCachedComponentImage (newCachedImage);
|
|
newCachedImage->start(); // (must wait until this is attached before starting its thread)
|
|
newCachedImage->updateViewportSize (true);
|
|
|
|
startTimer (400);
|
|
}
|
|
|
|
void timerCallback() override
|
|
{
|
|
if (CachedImage* const cachedImage = CachedImage::get (*getComponent()))
|
|
cachedImage->checkViewportBounds();
|
|
}
|
|
};
|
|
|
|
//==============================================================================
|
|
OpenGLContext::OpenGLContext()
|
|
: nativeContext (nullptr), renderer (nullptr),
|
|
currentRenderScale (1.0), contextToShareWith (nullptr),
|
|
versionRequired (OpenGLContext::defaultGLVersion),
|
|
imageCacheMaxSize (8 * 1024 * 1024),
|
|
renderComponents (true),
|
|
useMultisampling (false),
|
|
continuousRepaint (false)
|
|
{
|
|
}
|
|
|
|
OpenGLContext::~OpenGLContext()
|
|
{
|
|
detach();
|
|
}
|
|
|
|
void OpenGLContext::setRenderer (OpenGLRenderer* rendererToUse) noexcept
|
|
{
|
|
// This method must not be called when the context has already been attached!
|
|
// Call it before attaching your context, or use detach() first, before calling this!
|
|
jassert (nativeContext == nullptr);
|
|
|
|
renderer = rendererToUse;
|
|
}
|
|
|
|
void OpenGLContext::setComponentPaintingEnabled (bool shouldPaintComponent) noexcept
|
|
{
|
|
// This method must not be called when the context has already been attached!
|
|
// Call it before attaching your context, or use detach() first, before calling this!
|
|
jassert (nativeContext == nullptr);
|
|
|
|
renderComponents = shouldPaintComponent;
|
|
}
|
|
|
|
void OpenGLContext::setContinuousRepainting (bool shouldContinuouslyRepaint) noexcept
|
|
{
|
|
continuousRepaint = shouldContinuouslyRepaint;
|
|
triggerRepaint();
|
|
}
|
|
|
|
void OpenGLContext::setPixelFormat (const OpenGLPixelFormat& preferredPixelFormat) noexcept
|
|
{
|
|
// This method must not be called when the context has already been attached!
|
|
// Call it before attaching your context, or use detach() first, before calling this!
|
|
jassert (nativeContext == nullptr);
|
|
|
|
openGLPixelFormat = preferredPixelFormat;
|
|
}
|
|
|
|
void OpenGLContext::setNativeSharedContext (void* nativeContextToShareWith) noexcept
|
|
{
|
|
// This method must not be called when the context has already been attached!
|
|
// Call it before attaching your context, or use detach() first, before calling this!
|
|
jassert (nativeContext == nullptr);
|
|
|
|
contextToShareWith = nativeContextToShareWith;
|
|
}
|
|
|
|
void OpenGLContext::setMultisamplingEnabled (bool b) noexcept
|
|
{
|
|
// This method must not be called when the context has already been attached!
|
|
// Call it before attaching your context, or use detach() first, before calling this!
|
|
jassert (nativeContext == nullptr);
|
|
|
|
useMultisampling = b;
|
|
}
|
|
|
|
void OpenGLContext::setOpenGLVersionRequired (OpenGLVersion v) noexcept
|
|
{
|
|
versionRequired = v;
|
|
}
|
|
|
|
void OpenGLContext::attachTo (Component& component)
|
|
{
|
|
component.repaint();
|
|
|
|
if (getTargetComponent() != &component)
|
|
{
|
|
detach();
|
|
attachment = new Attachment (*this, component);
|
|
}
|
|
}
|
|
|
|
void OpenGLContext::detach()
|
|
{
|
|
if (Attachment* a = attachment)
|
|
{
|
|
a->detach(); // must detach before nulling our pointer
|
|
attachment = nullptr;
|
|
}
|
|
|
|
nativeContext = nullptr;
|
|
}
|
|
|
|
bool OpenGLContext::isAttached() const noexcept
|
|
{
|
|
return nativeContext != nullptr;
|
|
}
|
|
|
|
Component* OpenGLContext::getTargetComponent() const noexcept
|
|
{
|
|
return attachment != nullptr ? attachment->getComponent() : nullptr;
|
|
}
|
|
|
|
OpenGLContext* OpenGLContext::getContextAttachedTo (Component& c) noexcept
|
|
{
|
|
if (CachedImage* const ci = CachedImage::get (c))
|
|
return &(ci->context);
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
static ThreadLocalValue<OpenGLContext*> currentThreadActiveContext;
|
|
|
|
OpenGLContext* OpenGLContext::getCurrentContext()
|
|
{
|
|
return currentThreadActiveContext.get();
|
|
}
|
|
|
|
bool OpenGLContext::makeActive() const noexcept
|
|
{
|
|
OpenGLContext*& current = currentThreadActiveContext.get();
|
|
|
|
if (nativeContext != nullptr && nativeContext->makeActive())
|
|
{
|
|
current = const_cast<OpenGLContext*> (this);
|
|
return true;
|
|
}
|
|
|
|
current = nullptr;
|
|
return false;
|
|
}
|
|
|
|
bool OpenGLContext::isActive() const noexcept
|
|
{
|
|
return nativeContext != nullptr && nativeContext->isActive();
|
|
}
|
|
|
|
void OpenGLContext::deactivateCurrentContext()
|
|
{
|
|
NativeContext::deactivateCurrentContext();
|
|
currentThreadActiveContext.get() = nullptr;
|
|
}
|
|
|
|
void OpenGLContext::triggerRepaint()
|
|
{
|
|
if (CachedImage* const cachedImage = getCachedImage())
|
|
cachedImage->triggerRepaint();
|
|
}
|
|
|
|
void OpenGLContext::swapBuffers()
|
|
{
|
|
if (nativeContext != nullptr)
|
|
nativeContext->swapBuffers();
|
|
}
|
|
|
|
unsigned int OpenGLContext::getFrameBufferID() const noexcept
|
|
{
|
|
return nativeContext != nullptr ? nativeContext->getFrameBufferID() : 0;
|
|
}
|
|
|
|
bool OpenGLContext::setSwapInterval (int numFramesPerSwap)
|
|
{
|
|
return nativeContext != nullptr && nativeContext->setSwapInterval (numFramesPerSwap);
|
|
}
|
|
|
|
int OpenGLContext::getSwapInterval() const
|
|
{
|
|
return nativeContext != nullptr ? nativeContext->getSwapInterval() : 0;
|
|
}
|
|
|
|
void* OpenGLContext::getRawContext() const noexcept
|
|
{
|
|
return nativeContext != nullptr ? nativeContext->getRawContext() : nullptr;
|
|
}
|
|
|
|
OpenGLContext::CachedImage* OpenGLContext::getCachedImage() const noexcept
|
|
{
|
|
if (Component* const comp = getTargetComponent())
|
|
return CachedImage::get (*comp);
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool OpenGLContext::areShadersAvailable() const
|
|
{
|
|
CachedImage* const c = getCachedImage();
|
|
return c != nullptr && c->shadersAvailable;
|
|
}
|
|
|
|
ReferenceCountedObject* OpenGLContext::getAssociatedObject (const char* name) const
|
|
{
|
|
jassert (name != nullptr);
|
|
|
|
CachedImage* const c = getCachedImage();
|
|
|
|
// This method must only be called from an openGL rendering callback.
|
|
jassert (c != nullptr && nativeContext != nullptr);
|
|
jassert (getCurrentContext() != nullptr);
|
|
|
|
const int index = c->associatedObjectNames.indexOf (name);
|
|
return index >= 0 ? c->associatedObjects.getUnchecked (index) : nullptr;
|
|
}
|
|
|
|
void OpenGLContext::setAssociatedObject (const char* name, ReferenceCountedObject* newObject)
|
|
{
|
|
jassert (name != nullptr);
|
|
|
|
if (CachedImage* const c = getCachedImage())
|
|
{
|
|
// This method must only be called from an openGL rendering callback.
|
|
jassert (nativeContext != nullptr);
|
|
jassert (getCurrentContext() != nullptr);
|
|
|
|
const int index = c->associatedObjectNames.indexOf (name);
|
|
|
|
if (index >= 0)
|
|
{
|
|
if (newObject != nullptr)
|
|
{
|
|
c->associatedObjects.set (index, newObject);
|
|
}
|
|
else
|
|
{
|
|
c->associatedObjectNames.remove (index);
|
|
c->associatedObjects.remove (index);
|
|
}
|
|
}
|
|
else if (newObject != nullptr)
|
|
{
|
|
c->associatedObjectNames.add (name);
|
|
c->associatedObjects.add (newObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
void OpenGLContext::setImageCacheSize (size_t newSize) noexcept { imageCacheMaxSize = newSize; }
|
|
size_t OpenGLContext::getImageCacheSize() const noexcept { return imageCacheMaxSize; }
|
|
|
|
void OpenGLContext::execute (OpenGLContext::AsyncWorker::Ptr workerToUse, bool shouldBlock)
|
|
{
|
|
if (CachedImage* const c = getCachedImage())
|
|
c->execute (static_cast<OpenGLContext::AsyncWorker::Ptr&&> (workerToUse), shouldBlock);
|
|
else
|
|
jassertfalse; // You must have attached the context to a component
|
|
}
|
|
|
|
//==============================================================================
|
|
struct DepthTestDisabler
|
|
{
|
|
DepthTestDisabler() noexcept
|
|
{
|
|
glGetBooleanv (GL_DEPTH_TEST, &wasEnabled);
|
|
|
|
if (wasEnabled)
|
|
glDisable (GL_DEPTH_TEST);
|
|
}
|
|
|
|
~DepthTestDisabler() noexcept
|
|
{
|
|
if (wasEnabled)
|
|
glEnable (GL_DEPTH_TEST);
|
|
}
|
|
|
|
GLboolean wasEnabled;
|
|
};
|
|
|
|
//==============================================================================
|
|
void OpenGLContext::copyTexture (const Rectangle<int>& targetClipArea,
|
|
const Rectangle<int>& anchorPosAndTextureSize,
|
|
const int contextWidth, const int contextHeight,
|
|
bool flippedVertically)
|
|
{
|
|
if (contextWidth <= 0 || contextHeight <= 0)
|
|
return;
|
|
|
|
JUCE_CHECK_OPENGL_ERROR
|
|
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable (GL_BLEND);
|
|
|
|
DepthTestDisabler depthDisabler;
|
|
|
|
if (areShadersAvailable())
|
|
{
|
|
struct OverlayShaderProgram : public ReferenceCountedObject
|
|
{
|
|
OverlayShaderProgram (OpenGLContext& context)
|
|
: program (context), builder (program), params (program)
|
|
{}
|
|
|
|
static const OverlayShaderProgram& select (OpenGLContext& context)
|
|
{
|
|
static const char programValueID[] = "juceGLComponentOverlayShader";
|
|
OverlayShaderProgram* program = static_cast<OverlayShaderProgram*> (context.getAssociatedObject (programValueID));
|
|
|
|
if (program == nullptr)
|
|
{
|
|
program = new OverlayShaderProgram (context);
|
|
context.setAssociatedObject (programValueID, program);
|
|
}
|
|
|
|
program->program.use();
|
|
return *program;
|
|
}
|
|
|
|
struct ProgramBuilder
|
|
{
|
|
ProgramBuilder (OpenGLShaderProgram& prog)
|
|
{
|
|
prog.addVertexShader (OpenGLHelpers::translateVertexShaderToV3 (
|
|
"attribute " JUCE_HIGHP " vec2 position;"
|
|
"uniform " JUCE_HIGHP " vec2 screenSize;"
|
|
"uniform " JUCE_HIGHP " float textureBounds[4];"
|
|
"uniform " JUCE_HIGHP " vec2 vOffsetAndScale;"
|
|
"varying " JUCE_HIGHP " vec2 texturePos;"
|
|
"void main()"
|
|
"{"
|
|
JUCE_HIGHP " vec2 scaled = position / (0.5 * screenSize.xy);"
|
|
"gl_Position = vec4 (scaled.x - 1.0, 1.0 - scaled.y, 0, 1.0);"
|
|
"texturePos = (position - vec2 (textureBounds[0], textureBounds[1])) / vec2 (textureBounds[2], textureBounds[3]);"
|
|
"texturePos = vec2 (texturePos.x, vOffsetAndScale.x + vOffsetAndScale.y * texturePos.y);"
|
|
"}"));
|
|
|
|
prog.addFragmentShader (OpenGLHelpers::translateFragmentShaderToV3 (
|
|
"uniform sampler2D imageTexture;"
|
|
"varying " JUCE_HIGHP " vec2 texturePos;"
|
|
"void main()"
|
|
"{"
|
|
"gl_FragColor = texture2D (imageTexture, texturePos);"
|
|
"}"));
|
|
|
|
prog.link();
|
|
}
|
|
};
|
|
|
|
struct Params
|
|
{
|
|
Params (OpenGLShaderProgram& prog)
|
|
: positionAttribute (prog, "position"),
|
|
screenSize (prog, "screenSize"),
|
|
imageTexture (prog, "imageTexture"),
|
|
textureBounds (prog, "textureBounds"),
|
|
vOffsetAndScale (prog, "vOffsetAndScale")
|
|
{}
|
|
|
|
void set (const float targetWidth, const float targetHeight, const Rectangle<float>& bounds, bool flipVertically) const
|
|
{
|
|
const GLfloat m[] = { bounds.getX(), bounds.getY(), bounds.getWidth(), bounds.getHeight() };
|
|
textureBounds.set (m, 4);
|
|
imageTexture.set (0);
|
|
screenSize.set (targetWidth, targetHeight);
|
|
|
|
vOffsetAndScale.set (flipVertically ? 0.0f : 1.0f,
|
|
flipVertically ? 1.0f : -1.0f);
|
|
}
|
|
|
|
OpenGLShaderProgram::Attribute positionAttribute;
|
|
OpenGLShaderProgram::Uniform screenSize, imageTexture, textureBounds, vOffsetAndScale;
|
|
};
|
|
|
|
OpenGLShaderProgram program;
|
|
ProgramBuilder builder;
|
|
Params params;
|
|
};
|
|
|
|
const GLshort left = (GLshort) targetClipArea.getX();
|
|
const GLshort top = (GLshort) targetClipArea.getY();
|
|
const GLshort right = (GLshort) targetClipArea.getRight();
|
|
const GLshort bottom = (GLshort) targetClipArea.getBottom();
|
|
const GLshort vertices[] = { left, bottom, right, bottom, left, top, right, top };
|
|
|
|
const OverlayShaderProgram& program = OverlayShaderProgram::select (*this);
|
|
program.params.set ((float) contextWidth, (float) contextHeight, anchorPosAndTextureSize.toFloat(), flippedVertically);
|
|
|
|
GLuint vertexBuffer = 0;
|
|
extensions.glGenBuffers (1, &vertexBuffer);
|
|
extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
|
|
extensions.glBufferData (GL_ARRAY_BUFFER, sizeof (vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
const GLuint index = (GLuint) program.params.positionAttribute.attributeID;
|
|
extensions.glVertexAttribPointer (index, 2, GL_SHORT, GL_FALSE, 4, 0);
|
|
extensions.glEnableVertexAttribArray (index);
|
|
JUCE_CHECK_OPENGL_ERROR
|
|
|
|
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
extensions.glBindBuffer (GL_ARRAY_BUFFER, 0);
|
|
extensions.glUseProgram (0);
|
|
extensions.glDisableVertexAttribArray (index);
|
|
extensions.glDeleteBuffers (1, &vertexBuffer);
|
|
}
|
|
else
|
|
{
|
|
jassert (attachment == nullptr); // Running on an old graphics card!
|
|
}
|
|
|
|
JUCE_CHECK_OPENGL_ERROR
|
|
}
|
|
|
|
#if JUCE_ANDROID
|
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EGLDisplay OpenGLContext::NativeContext::display = EGL_NO_DISPLAY;
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EGLDisplay OpenGLContext::NativeContext::config;
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void OpenGLContext::NativeContext::surfaceCreated (jobject holder)
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{
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ignoreUnused (holder);
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if (juceContext != nullptr)
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{
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if (OpenGLContext::CachedImage* cachedImage = juceContext->getCachedImage())
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cachedImage->resume();
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juceContext->triggerRepaint();
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}
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}
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void OpenGLContext::NativeContext::surfaceDestroyed (jobject holder)
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{
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ignoreUnused (holder);
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// unlike the name suggests this will be called just before the
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// surface is destroyed. We need to pause the render thread.
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if (juceContext != nullptr)
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if (OpenGLContext::CachedImage* cachedImage = juceContext->getCachedImage())
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cachedImage->pause();
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}
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#endif
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