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JUCE/src/gui/components/special/juce_OpenGLComponent.cpp

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C++

/*
==============================================================================
This file is part of the JUCE library - "Jules' Utility Class Extensions"
Copyright 2004-10 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.
==============================================================================
*/
#include "../../../core/juce_StandardHeader.h"
#if JUCE_OPENGL
BEGIN_JUCE_NAMESPACE
#include "juce_OpenGLComponent.h"
#include "../windows/juce_ComponentPeer.h"
#include "../layout/juce_ComponentMovementWatcher.h"
#include "../../../threads/juce_ScopedLock.h"
//==============================================================================
extern void juce_glViewport (const int w, const int h);
//==============================================================================
OpenGLPixelFormat::OpenGLPixelFormat (const int bitsPerRGBComponent,
const int alphaBits_,
const int depthBufferBits_,
const int stencilBufferBits_)
: redBits (bitsPerRGBComponent),
greenBits (bitsPerRGBComponent),
blueBits (bitsPerRGBComponent),
alphaBits (alphaBits_),
depthBufferBits (depthBufferBits_),
stencilBufferBits (stencilBufferBits_),
accumulationBufferRedBits (0),
accumulationBufferGreenBits (0),
accumulationBufferBlueBits (0),
accumulationBufferAlphaBits (0),
fullSceneAntiAliasingNumSamples (0)
{
}
OpenGLPixelFormat::OpenGLPixelFormat (const OpenGLPixelFormat& other)
: redBits (other.redBits),
greenBits (other.greenBits),
blueBits (other.blueBits),
alphaBits (other.alphaBits),
depthBufferBits (other.depthBufferBits),
stencilBufferBits (other.stencilBufferBits),
accumulationBufferRedBits (other.accumulationBufferRedBits),
accumulationBufferGreenBits (other.accumulationBufferGreenBits),
accumulationBufferBlueBits (other.accumulationBufferBlueBits),
accumulationBufferAlphaBits (other.accumulationBufferAlphaBits),
fullSceneAntiAliasingNumSamples (other.fullSceneAntiAliasingNumSamples)
{
}
OpenGLPixelFormat& OpenGLPixelFormat::operator= (const OpenGLPixelFormat& other)
{
redBits = other.redBits;
greenBits = other.greenBits;
blueBits = other.blueBits;
alphaBits = other.alphaBits;
depthBufferBits = other.depthBufferBits;
stencilBufferBits = other.stencilBufferBits;
accumulationBufferRedBits = other.accumulationBufferRedBits;
accumulationBufferGreenBits = other.accumulationBufferGreenBits;
accumulationBufferBlueBits = other.accumulationBufferBlueBits;
accumulationBufferAlphaBits = other.accumulationBufferAlphaBits;
fullSceneAntiAliasingNumSamples = other.fullSceneAntiAliasingNumSamples;
return *this;
}
bool OpenGLPixelFormat::operator== (const OpenGLPixelFormat& other) const
{
return redBits == other.redBits
&& greenBits == other.greenBits
&& blueBits == other.blueBits
&& alphaBits == other.alphaBits
&& depthBufferBits == other.depthBufferBits
&& stencilBufferBits == other.stencilBufferBits
&& accumulationBufferRedBits == other.accumulationBufferRedBits
&& accumulationBufferGreenBits == other.accumulationBufferGreenBits
&& accumulationBufferBlueBits == other.accumulationBufferBlueBits
&& accumulationBufferAlphaBits == other.accumulationBufferAlphaBits
&& fullSceneAntiAliasingNumSamples == other.fullSceneAntiAliasingNumSamples;
}
//==============================================================================
static Array<OpenGLContext*> knownContexts;
OpenGLContext::OpenGLContext() throw()
{
knownContexts.add (this);
}
OpenGLContext::~OpenGLContext()
{
knownContexts.removeValue (this);
}
OpenGLContext* OpenGLContext::getCurrentContext()
{
for (int i = knownContexts.size(); --i >= 0;)
{
OpenGLContext* const oglc = knownContexts.getUnchecked(i);
if (oglc->isActive())
return oglc;
}
return 0;
}
//==============================================================================
class OpenGLComponent::OpenGLComponentWatcher : public ComponentMovementWatcher
{
public:
//==============================================================================
OpenGLComponentWatcher (OpenGLComponent* const owner_)
: ComponentMovementWatcher (owner_),
owner (owner_),
wasShowing (false)
{
}
~OpenGLComponentWatcher() {}
//==============================================================================
void componentMovedOrResized (bool /*wasMoved*/, bool /*wasResized*/)
{
owner->updateContextPosition();
}
void componentPeerChanged()
{
const ScopedLock sl (owner->getContextLock());
owner->deleteContext();
}
void componentVisibilityChanged (Component&)
{
const bool isShowingNow = owner->isShowing();
if (wasShowing != isShowingNow)
{
wasShowing = isShowingNow;
owner->updateContextPosition();
}
}
//==============================================================================
juce_UseDebuggingNewOperator
private:
OpenGLComponent* const owner;
bool wasShowing;
};
//==============================================================================
OpenGLComponent::OpenGLComponent (const OpenGLType type_)
: type (type_),
contextToShareListsWith (0),
needToUpdateViewport (true)
{
setOpaque (true);
componentWatcher = new OpenGLComponentWatcher (this);
}
OpenGLComponent::~OpenGLComponent()
{
deleteContext();
componentWatcher = 0;
}
void OpenGLComponent::deleteContext()
{
const ScopedLock sl (contextLock);
context = 0;
}
void OpenGLComponent::updateContextPosition()
{
needToUpdateViewport = true;
if (getWidth() > 0 && getHeight() > 0)
{
Component* const topComp = getTopLevelComponent();
if (topComp->getPeer() != 0)
{
const ScopedLock sl (contextLock);
if (context != 0)
context->updateWindowPosition (getScreenX() - topComp->getScreenX(),
getScreenY() - topComp->getScreenY(),
getWidth(),
getHeight(),
topComp->getHeight());
}
}
}
const OpenGLPixelFormat OpenGLComponent::getPixelFormat() const
{
OpenGLPixelFormat pf;
const ScopedLock sl (contextLock);
if (context != 0)
pf = context->getPixelFormat();
return pf;
}
void OpenGLComponent::setPixelFormat (const OpenGLPixelFormat& formatToUse)
{
if (! (preferredPixelFormat == formatToUse))
{
const ScopedLock sl (contextLock);
deleteContext();
preferredPixelFormat = formatToUse;
}
}
void OpenGLComponent::shareWith (OpenGLContext* c)
{
if (contextToShareListsWith != c)
{
const ScopedLock sl (contextLock);
deleteContext();
contextToShareListsWith = c;
}
}
bool OpenGLComponent::makeCurrentContextActive()
{
if (context == 0)
{
const ScopedLock sl (contextLock);
if (isShowing() && getTopLevelComponent()->getPeer() != 0)
{
context = createContext();
if (context != 0)
{
updateContextPosition();
if (context->makeActive())
newOpenGLContextCreated();
}
}
}
return context != 0 && context->makeActive();
}
void OpenGLComponent::makeCurrentContextInactive()
{
if (context != 0)
context->makeInactive();
}
bool OpenGLComponent::isActiveContext() const throw()
{
return context != 0 && context->isActive();
}
void OpenGLComponent::swapBuffers()
{
if (context != 0)
context->swapBuffers();
}
void OpenGLComponent::paint (Graphics&)
{
if (renderAndSwapBuffers())
{
ComponentPeer* const peer = getPeer();
if (peer != 0)
{
const Point<int> topLeft (getScreenPosition() - peer->getScreenPosition());
peer->addMaskedRegion (topLeft.getX(), topLeft.getY(), getWidth(), getHeight());
}
}
}
bool OpenGLComponent::renderAndSwapBuffers()
{
const ScopedLock sl (contextLock);
if (! makeCurrentContextActive())
return false;
if (needToUpdateViewport)
{
needToUpdateViewport = false;
juce_glViewport (getWidth(), getHeight());
}
renderOpenGL();
swapBuffers();
return true;
}
void OpenGLComponent::internalRepaint (int x, int y, int w, int h)
{
Component::internalRepaint (x, y, w, h);
if (context != 0)
context->repaint();
}
END_JUCE_NAMESPACE
#endif