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JUCE/modules/juce_opengl/opengl/juce_OpenGLFrameBuffer.cpp

385 lines
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C++

/*
==============================================================================
This file is part of the JUCE library - "Jules' Utility Class Extensions"
Copyright 2004-11 by Raw Material Software Ltd.
------------------------------------------------------------------------------
JUCE can be redistributed and/or modified under the terms of the GNU General
Public License (Version 2), as published by the Free Software Foundation.
A copy of the license is included in the JUCE distribution, or can be found
online at www.gnu.org/licenses.
JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.rawmaterialsoftware.com/juce for more information.
==============================================================================
*/
class OpenGLFrameBuffer::Pimpl
{
public:
Pimpl (OpenGLContext& context_, const int width_, const int height_,
const bool wantsDepthBuffer, const bool wantsStencilBuffer)
: context (context_),
width (width_),
height (height_),
textureID (0),
frameBufferHandle (0),
depthOrStencilBuffer (0),
hasDepthBuffer (false),
hasStencilBuffer (false),
ok (true)
{
// Framebuffer objects can only be created when the current thread has an active OpenGL
// context. You'll need to make an OpenGLComponent active before calling this.
jassert (OpenGLHelpers::isContextActive());
#if JUCE_WINDOWS || JUCE_LINUX
if (context.extensions.glGenFramebuffers == nullptr)
return;
#endif
context.extensions.glGenFramebuffers (1, &frameBufferHandle);
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, frameBufferHandle);
glGenTextures (1, &textureID);
glBindTexture (GL_TEXTURE_2D, textureID);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
context.extensions.glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
if (wantsDepthBuffer || wantsStencilBuffer)
{
context.extensions.glGenRenderbuffers (1, &depthOrStencilBuffer);
context.extensions.glBindRenderbuffer (GL_RENDERBUFFER, depthOrStencilBuffer);
jassert (context.extensions.glIsRenderbuffer (depthOrStencilBuffer));
context.extensions.glRenderbufferStorage (GL_RENDERBUFFER,
(wantsDepthBuffer && wantsStencilBuffer) ? GL_DEPTH24_STENCIL8
#if JUCE_OPENGL_ES
: GL_DEPTH_COMPONENT16,
#else
: GL_DEPTH_COMPONENT,
#endif
width, height);
GLint params = 0;
context.extensions.glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_DEPTH_SIZE, &params);
context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
if (wantsStencilBuffer)
context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
hasDepthBuffer = wantsDepthBuffer;
hasStencilBuffer = wantsStencilBuffer;
}
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0);
}
~Pimpl()
{
if (textureID != 0)
glDeleteTextures (1, &textureID);
if (depthOrStencilBuffer != 0)
context.extensions.glDeleteRenderbuffers (1, &depthOrStencilBuffer);
if (frameBufferHandle != 0)
context.extensions.glDeleteFramebuffers (1, &frameBufferHandle);
}
void bind() { context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, frameBufferHandle); }
void unbind() { context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0); }
OpenGLContext& context;
const int width, height;
GLuint textureID, frameBufferHandle, depthOrStencilBuffer;
bool hasDepthBuffer, hasStencilBuffer, ok;
private:
bool checkStatus() noexcept
{
const GLenum status = context.extensions.glCheckFramebufferStatus (GL_FRAMEBUFFER);
return status == GL_NO_ERROR
|| status == GL_FRAMEBUFFER_COMPLETE;
}
JUCE_DECLARE_NON_COPYABLE (Pimpl);
};
//==============================================================================
class OpenGLFrameBuffer::SavedState
{
public:
SavedState (OpenGLFrameBuffer& buffer, const int w, const int h)
: width (w), height (h),
data (w * h)
{
buffer.readPixels (data, Rectangle<int> (w, h));
}
bool restore (OpenGLContext& context, OpenGLFrameBuffer& buffer)
{
if (buffer.initialise (context, width, height))
{
buffer.writePixels (data, Rectangle<int> (width, height));
return true;
}
return false;
}
private:
const int width, height;
HeapBlock <PixelARGB> data;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState);
};
//==============================================================================
OpenGLFrameBuffer::OpenGLFrameBuffer() {}
OpenGLFrameBuffer::~OpenGLFrameBuffer() {}
bool OpenGLFrameBuffer::initialise (OpenGLContext& context, int width, int height)
{
jassert (context.isActive()); // The context must be active when creating a framebuffer!
pimpl = nullptr;
pimpl = new Pimpl (context, width, height, false, false);
if (! pimpl->ok)
pimpl = nullptr;
return pimpl != nullptr;
}
bool OpenGLFrameBuffer::initialise (OpenGLContext& context, const Image& image)
{
if (! image.isARGB())
return initialise (context, image.convertedToFormat (Image::ARGB));
Image::BitmapData bitmap (image, Image::BitmapData::readOnly);
return initialise (context, bitmap.width, bitmap.height)
&& writePixels ((const PixelARGB*) bitmap.data, image.getBounds());
}
bool OpenGLFrameBuffer::initialise (OpenGLFrameBuffer& other)
{
const Pimpl* const p = other.pimpl;
if (p == nullptr)
{
pimpl = nullptr;
return true;
}
const Rectangle<int> area (pimpl->width, pimpl->height);
if (initialise (p->context, area.getWidth(), area.getHeight()))
{
pimpl->bind();
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, p->textureID);
pimpl->context.copyTexture (area, area, 1.0f);
glBindTexture (GL_TEXTURE_2D, 0);
pimpl->unbind();
return true;
}
return false;
}
void OpenGLFrameBuffer::release()
{
pimpl = nullptr;
savedState = nullptr;
}
void OpenGLFrameBuffer::saveAndRelease()
{
if (pimpl != nullptr)
{
savedState = new SavedState (*this, pimpl->width, pimpl->height);
pimpl = nullptr;
}
}
bool OpenGLFrameBuffer::reloadSavedCopy (OpenGLContext& context)
{
if (savedState != nullptr)
{
ScopedPointer<SavedState> state (savedState);
if (state->restore (context, *this))
return true;
savedState = state;
}
return false;
}
int OpenGLFrameBuffer::getWidth() const noexcept { return pimpl != nullptr ? pimpl->width : 0; }
int OpenGLFrameBuffer::getHeight() const noexcept { return pimpl != nullptr ? pimpl->height : 0; }
GLuint OpenGLFrameBuffer::getTextureID() const noexcept { return pimpl != nullptr ? pimpl->textureID : 0; }
bool OpenGLFrameBuffer::makeCurrentRenderingTarget()
{
// trying to use a framebuffer after saving it with saveAndRelease()! Be sure to call
// reloadSavedCopy() to put it back into GPU memory before using it..
jassert (savedState == nullptr);
if (pimpl == nullptr)
return false;
pimpl->bind();
return true;
}
GLuint OpenGLFrameBuffer::getCurrentFrameBufferTarget()
{
GLint fb;
glGetIntegerv (GL_FRAMEBUFFER_BINDING, &fb);
return (GLuint) fb;
}
void OpenGLFrameBuffer::releaseAsRenderingTarget()
{
if (pimpl != nullptr)
pimpl->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0);
}
void OpenGLFrameBuffer::clear (const Colour& colour)
{
if (makeCurrentRenderingTarget())
{
OpenGLHelpers::clear (colour);
releaseAsRenderingTarget();
}
}
void OpenGLFrameBuffer::makeCurrentAndClear()
{
if (makeCurrentRenderingTarget())
{
glClearColor (0, 0, 0, 0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
}
bool OpenGLFrameBuffer::readPixels (PixelARGB* target, const Rectangle<int>& area)
{
if (! makeCurrentRenderingTarget())
return false;
glPixelStorei (GL_PACK_ALIGNMENT, 4);
glReadPixels (area.getX(), area.getY(), area.getWidth(), area.getHeight(), GL_BGRA_EXT, GL_UNSIGNED_BYTE, target);
pimpl->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0);
glPixelStorei (GL_PACK_ALIGNMENT, 0);
return true;
}
bool OpenGLFrameBuffer::writePixels (const PixelARGB* data, const Rectangle<int>& area)
{
if (! makeCurrentRenderingTarget())
return false;
glDisable (GL_DEPTH_TEST);
glDisable (GL_BLEND);
OpenGLTexture tex;
tex.loadARGBFlipped (data, area.getWidth(), area.getHeight());
#if JUCE_OPENGL_ES
const int texH = tex.getHeight();
tex.bind();
const GLint cropRect[4] = { 0, texH - area.getHeight(), area.getWidth(), area.getHeight() };
glTexParameteriv (GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
glEnable (GL_TEXTURE_2D);
glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
glDrawTexiOES (area.getX(), area.getY(), 1, area.getWidth(), area.getHeight());
glBindTexture (GL_TEXTURE_2D, 0);
#else
pimpl->context.copyTexture (area, area, 1.0f);
#endif
pimpl->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0);
return true;
}
#if JUCE_USE_OPENGL_FIXED_FUNCTION
void OpenGLFrameBuffer::draw2D (float x1, float y1,
float x2, float y2,
float x3, float y3,
float x4, float y4,
const Colour& colour) const
{
if (pimpl != nullptr)
{
glBindTexture (GL_TEXTURE_2D, pimpl->textureID);
OpenGLHelpers::drawQuad2D (x1, y1, x2, y2, x3, y3, x4, y4, colour);
glBindTexture (GL_TEXTURE_2D, 0);
}
}
void OpenGLFrameBuffer::draw3D (float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3,
float x4, float y4, float z4,
const Colour& colour) const
{
if (pimpl != nullptr)
{
glBindTexture (GL_TEXTURE_2D, pimpl->textureID);
OpenGLHelpers::drawQuad3D (x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, colour);
glBindTexture (GL_TEXTURE_2D, 0);
}
}
void OpenGLFrameBuffer::drawAt (float x1, float y1) const
{
if (pimpl != nullptr)
{
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, pimpl->textureID);
glDisableClientState (GL_COLOR_ARRAY);
glDisableClientState (GL_NORMAL_ARRAY);
const GLfloat vertices[] = { x1, y1,
x1 + pimpl->width, y1,
x1, y1 + pimpl->height,
x1 + pimpl->width, y1 + pimpl->height };
const GLfloat textureCoords[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f };
glEnableClientState (GL_VERTEX_ARRAY);
glVertexPointer (2, GL_FLOAT, 0, vertices);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer (2, GL_FLOAT, 0, textureCoords);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
glBindTexture (GL_TEXTURE_2D, 0);
}
}
#endif