mirror of
https://github.com/juce-framework/JUCE.git
synced 2026-01-10 23:44:24 +00:00
535 lines
16 KiB
C++
535 lines
16 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE framework.
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Copyright (c) Raw Material Software Limited
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JUCE is an open source framework subject to commercial or open source
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licensing.
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By downloading, installing, or using the JUCE framework, or combining the
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JUCE framework with any other source code, object code, content or any other
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copyrightable work, you agree to the terms of the JUCE End User Licence
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Agreement, and all incorporated terms including the JUCE Privacy Policy and
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the JUCE Website Terms of Service, as applicable, which will bind you. If you
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do not agree to the terms of these agreements, we will not license the JUCE
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framework to you, and you must discontinue the installation or download
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process and cease use of the JUCE framework.
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JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
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JUCE Privacy Policy: https://juce.com/juce-privacy-policy
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JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
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Or:
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You may also use this code under the terms of the AGPLv3:
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https://www.gnu.org/licenses/agpl-3.0.en.html
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THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
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WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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class OpenGLFrameBuffer::Pimpl
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{
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public:
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struct SavedState
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{
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int width = 0, height = 0;
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std::vector<PixelARGB> data;
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};
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bool isValid() const noexcept
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{
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return std::holds_alternative<TransientState> (state);
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}
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bool initialise (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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release();
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auto& transientState = state.emplace<TransientState> (width, height, false, false);
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if (! transientState.createdOk())
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release();
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if (! isValid())
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return false;
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associatedContext = &context;
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return true;
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}
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bool initialise (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 initialise (OpenGLFrameBuffer& other)
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{
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auto* p = std::get_if<TransientState> (&other.pimpl->state);
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if (p == nullptr || other.pimpl->associatedContext == nullptr)
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{
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release();
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return true;
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}
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const Rectangle<int> area (p->width, p->height);
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if (! initialise (*other.pimpl->associatedContext, area.getWidth(), area.getHeight()))
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return false;
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jassert (associatedContext != nullptr);
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auto* transientState = std::get_if<TransientState> (&state);
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transientState->bind();
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#if ! JUCE_ANDROID
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if (! associatedContext->isCoreProfile())
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glEnable (GL_TEXTURE_2D);
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clearGLError();
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#endif
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{
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const ScopedTextureBinding scopedTextureBinding;
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glBindTexture (GL_TEXTURE_2D, p->textureID);
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associatedContext->copyTexture (area, area, area.getWidth(), area.getHeight(), false);
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}
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transientState->unbind();
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return true;
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}
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void release()
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{
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associatedContext = nullptr;
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state.emplace<std::monostate>();
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}
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void saveAndRelease()
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{
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if (auto* transientState = std::get_if<TransientState> (&state))
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{
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if (auto toSave = readPixels ({ transientState->width, transientState->height }))
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state.emplace<SavedState> (std::move (*toSave));
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}
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}
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bool reloadSavedCopy (OpenGLContext& context)
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{
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if (auto* savedState = std::get_if<SavedState> (&state))
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{
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auto local = std::move (*savedState);
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if (restore (context, local))
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return true;
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state.emplace<SavedState> (std::move (local));
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}
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return false;
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}
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int getWidth() const noexcept
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{
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if (auto* transientState = std::get_if<TransientState> (&state))
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return transientState->width;
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return 0;
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}
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int getHeight() const noexcept
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{
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if (auto* transientState = std::get_if<TransientState> (&state))
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return transientState->height;
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return 0;
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}
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GLuint getTextureID() const noexcept
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{
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if (auto* transientState = std::get_if<TransientState> (&state))
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return transientState->textureID;
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return 0;
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}
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GLuint getFrameBufferID() const noexcept
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{
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if (auto* transientState = std::get_if<TransientState> (&state))
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return transientState->frameBufferID;
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return 0;
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}
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bool makeCurrentRenderingTarget()
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{
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return makeAndGetCurrentRenderingTarget() != nullptr;
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}
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void releaseAsRenderingTarget()
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{
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if (auto* transientState = std::get_if<TransientState> (&state))
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transientState->unbind();
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}
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void clear (Colour colour)
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{
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auto* transientState = makeAndGetCurrentRenderingTarget();
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if (transientState == nullptr)
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return;
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OpenGLHelpers::clear (colour);
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transientState->unbind();
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}
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void makeCurrentAndClear()
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{
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auto* transientState = makeAndGetCurrentRenderingTarget();
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if (transientState == nullptr)
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return;
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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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bool readPixels (PixelARGB* target, const Rectangle<int>& area)
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{
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auto* transientState = makeAndGetCurrentRenderingTarget();
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if (transientState == nullptr)
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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(),
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JUCE_RGBA_FORMAT, GL_UNSIGNED_BYTE, target);
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transientState->unbind();
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return true;
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}
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bool writePixels (const PixelARGB* data, const Rectangle<int>& area)
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{
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if (associatedContext == nullptr)
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return false;
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const OpenGLTargetSaver ts;
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auto* transientState = makeAndGetCurrentRenderingTarget();
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if (transientState == nullptr)
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return false;
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_BLEND);
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JUCE_CHECK_OPENGL_ERROR
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OpenGLTexture tex;
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tex.loadARGB (data, area.getWidth(), area.getHeight());
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glViewport (0, 0, transientState->width, transientState->height);
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associatedContext->copyTexture (area,
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Rectangle<int> (area.getX(),
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area.getY(),
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tex.getWidth(),
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tex.getHeight()),
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transientState->width,
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transientState->height,
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true,
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false);
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JUCE_CHECK_OPENGL_ERROR
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return true;
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}
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private:
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/* Stores the currently-bound texture on construction, and re-binds it on destruction. */
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struct ScopedTextureBinding
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{
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ScopedTextureBinding()
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{
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glGetIntegerv (GL_TEXTURE_BINDING_2D, &prev);
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JUCE_CHECK_OPENGL_ERROR
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}
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~ScopedTextureBinding()
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{
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glBindTexture (GL_TEXTURE_2D, (GLuint) prev);
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JUCE_CHECK_OPENGL_ERROR
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}
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GLint prev{};
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};
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class TransientState
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{
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public:
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TransientState (const int w,
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const int h,
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const bool wantsDepthBuffer,
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const bool wantsStencilBuffer)
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: width (w),
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height (h),
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textureID (0),
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frameBufferID (0),
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depthOrStencilBuffer (0)
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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 create this object in one of the OpenGLContext's callbacks.
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jassert (OpenGLHelpers::isContextActive());
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#if JUCE_WINDOWS || JUCE_LINUX || JUCE_BSD
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if (gl::glGenFramebuffers == nullptr)
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return;
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#endif
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gl::glGenFramebuffers (1, &frameBufferID);
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bind();
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{
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const ScopedTextureBinding scopedTextureBinding;
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glGenTextures (1, &textureID);
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glBindTexture (GL_TEXTURE_2D, textureID);
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JUCE_CHECK_OPENGL_ERROR
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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JUCE_CHECK_OPENGL_ERROR
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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JUCE_CHECK_OPENGL_ERROR
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}
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gl::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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gl::glGenRenderbuffers (1, &depthOrStencilBuffer);
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gl::glBindRenderbuffer (GL_RENDERBUFFER, depthOrStencilBuffer);
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jassert (gl::glIsRenderbuffer (depthOrStencilBuffer));
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#if JUCE_OPENGL_ES
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constexpr auto depthComponentConstant = (GLenum) GL_DEPTH_COMPONENT16;
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#else
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constexpr auto depthComponentConstant = (GLenum) GL_DEPTH_COMPONENT;
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#endif
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gl::glRenderbufferStorage (GL_RENDERBUFFER,
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(wantsDepthBuffer && wantsStencilBuffer) ? (GLenum) GL_DEPTH24_STENCIL8
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: depthComponentConstant,
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width,
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height);
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GLint params = 0;
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gl::glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_DEPTH_SIZE, ¶ms);
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gl::glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
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if (wantsStencilBuffer)
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gl::glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
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}
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unbind();
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}
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~TransientState()
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{
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if (OpenGLHelpers::isContextActive())
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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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gl::glDeleteRenderbuffers (1, &depthOrStencilBuffer);
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if (frameBufferID != 0)
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gl::glDeleteFramebuffers (1, &frameBufferID);
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JUCE_CHECK_OPENGL_ERROR
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}
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}
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bool createdOk() const
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{
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return frameBufferID != 0 && textureID != 0;
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}
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void bind()
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{
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glGetIntegerv (GL_FRAMEBUFFER_BINDING, &prevFramebuffer);
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gl::glBindFramebuffer (GL_FRAMEBUFFER, frameBufferID);
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JUCE_CHECK_OPENGL_ERROR
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}
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void unbind()
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{
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gl::glBindFramebuffer (GL_FRAMEBUFFER, (GLuint) prevFramebuffer);
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JUCE_CHECK_OPENGL_ERROR
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}
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const int width, height;
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GLuint textureID, frameBufferID, depthOrStencilBuffer;
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private:
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GLint prevFramebuffer{};
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JUCE_DECLARE_NON_COPYABLE (TransientState)
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};
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bool restore (OpenGLContext& context, const SavedState& savedState)
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{
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if (! initialise (context, savedState.width, savedState.height))
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return false;
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writePixels (savedState.data.data(), Rectangle (savedState.width, savedState.height));
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return true;
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}
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std::optional<SavedState> readPixels (const Rectangle<int>& area)
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{
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SavedState result { area.getWidth(),
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area.getHeight(),
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std::vector<PixelARGB> ((size_t) area.getWidth() * (size_t) area.getHeight()) };
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if (! readPixels (result.data.data(), area))
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return {};
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return result;
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}
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TransientState* makeAndGetCurrentRenderingTarget()
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{
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if (auto* transientState = std::get_if<TransientState> (&state))
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{
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transientState->bind();
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return transientState;
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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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jassertfalse;
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return nullptr;
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}
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OpenGLContext* associatedContext = nullptr;
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std::variant<std::monostate, TransientState, SavedState> state;
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};
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//==============================================================================
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OpenGLFrameBuffer::OpenGLFrameBuffer()
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: pimpl (std::make_unique<Pimpl>())
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{
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}
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OpenGLFrameBuffer::~OpenGLFrameBuffer() = default;
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bool OpenGLFrameBuffer::initialise (OpenGLContext& context, int width, int height)
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{
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return pimpl->initialise (context, width, height);
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}
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bool OpenGLFrameBuffer::initialise (OpenGLContext& context, const Image& content)
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{
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return pimpl->initialise (context, content);
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}
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bool OpenGLFrameBuffer::initialise (OpenGLFrameBuffer& other)
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{
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return pimpl->initialise (other);
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}
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void OpenGLFrameBuffer::release()
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{
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pimpl->release();
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}
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void OpenGLFrameBuffer::saveAndRelease()
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{
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pimpl->saveAndRelease();
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}
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bool OpenGLFrameBuffer::reloadSavedCopy (OpenGLContext& context)
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{
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return pimpl->reloadSavedCopy (context);
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}
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bool OpenGLFrameBuffer::isValid() const noexcept
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{
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return pimpl->isValid();
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}
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int OpenGLFrameBuffer::getWidth() const noexcept
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{
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return pimpl->getWidth();
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}
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int OpenGLFrameBuffer::getHeight() const noexcept
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{
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return pimpl->getHeight();
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}
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GLuint OpenGLFrameBuffer::getTextureID() const noexcept
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{
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return pimpl->getTextureID();
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}
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bool OpenGLFrameBuffer::makeCurrentRenderingTarget()
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{
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return pimpl->makeCurrentRenderingTarget();
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}
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void OpenGLFrameBuffer::releaseAsRenderingTarget()
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{
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pimpl->releaseAsRenderingTarget();
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}
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GLuint OpenGLFrameBuffer::getFrameBufferID() const noexcept
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{
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return pimpl->getFrameBufferID();
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}
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void OpenGLFrameBuffer::clear (Colour colour)
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{
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pimpl->clear (colour);
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}
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void OpenGLFrameBuffer::makeCurrentAndClear()
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{
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pimpl->makeCurrentAndClear();
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}
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bool OpenGLFrameBuffer::readPixels (PixelARGB* targetData, const Rectangle<int>& sourceArea)
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{
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return pimpl->readPixels (targetData, sourceArea);
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}
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bool OpenGLFrameBuffer::writePixels (const PixelARGB* srcData, const Rectangle<int>& targetArea)
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{
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return pimpl->writePixels (srcData, targetArea);
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}
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GLuint OpenGLFrameBuffer::getCurrentFrameBufferTarget() noexcept
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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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} // namespace juce
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