paulxstretch/deps/juce/modules/juce_opengl/opengl/juce_OpenGLFrameBuffer.h

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Creates an openGL frame buffer.
@tags{OpenGL}
*/
class JUCE_API OpenGLFrameBuffer
{
public:
/** Creates an uninitialised buffer.
To actually allocate the buffer, use initialise().
*/
OpenGLFrameBuffer();
/** Destructor. */
~OpenGLFrameBuffer();
//==============================================================================
/** Tries to allocates a buffer of the given size.
Note that a valid openGL context must be selected when you call this method,
or it will fail.
*/
bool initialise (OpenGLContext& context, int width, int height);
/** Tries to allocates a buffer containing a copy of a given image.
Note that a valid openGL context must be selected when you call this method,
or it will fail.
*/
bool initialise (OpenGLContext& context, const Image& content);
/** Tries to allocate a copy of another framebuffer.
*/
bool initialise (OpenGLFrameBuffer& other);
/** Releases the buffer, if one has been allocated.
Any saved state that was created with saveAndRelease() will also be freed by this call.
*/
void release();
/** If the framebuffer is active, this will save a stashed copy of its contents in main memory,
and will release the GL buffer.
After saving, the original state can be restored again by calling reloadSavedCopy().
*/
void saveAndRelease();
/** Restores the framebuffer content that was previously saved using saveAndRelease().
After saving to main memory, the original state can be restored by calling restoreToGPUMemory().
*/
bool reloadSavedCopy (OpenGLContext& context);
//==============================================================================
/** Returns true if a valid buffer has been allocated. */
bool isValid() const noexcept { return pimpl != nullptr; }
/** Returns the width of the buffer. */
int getWidth() const noexcept;
/** Returns the height of the buffer. */
int getHeight() const noexcept;
/** Returns the texture ID number for using this buffer as a texture. */
GLuint getTextureID() const noexcept;
//==============================================================================
/** Selects this buffer as the current OpenGL rendering target. */
bool makeCurrentRenderingTarget();
/** Deselects this buffer as the current OpenGL rendering target. */
void releaseAsRenderingTarget();
/** Returns the ID of this framebuffer, or 0 if it isn't initialised. */
GLuint getFrameBufferID() const noexcept;
/** Returns the current frame buffer ID for the current context. */
static GLuint getCurrentFrameBufferTarget() noexcept;
/** Clears the framebuffer with the specified colour. */
void clear (Colour colour);
/** Selects the framebuffer as the current target, and clears it to transparent. */
void makeCurrentAndClear();
/** Reads an area of pixels from the framebuffer into a 32-bit ARGB pixel array.
The lineStride is measured as a number of pixels, not bytes - pass a stride
of 0 to indicate a packed array.
*/
bool readPixels (PixelARGB* targetData, const Rectangle<int>& sourceArea);
/** Writes an area of pixels into the framebuffer from a specified pixel array.
The lineStride is measured as a number of pixels, not bytes - pass a stride
of 0 to indicate a packed array.
*/
bool writePixels (const PixelARGB* srcData, const Rectangle<int>& targetArea);
private:
class Pimpl;
std::unique_ptr<Pimpl> pimpl;
class SavedState;
std::unique_ptr<SavedState> savedState;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLFrameBuffer)
};
} // namespace juce