25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
355 lines
11 KiB
C++
355 lines
11 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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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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Pimpl (OpenGLContext& c, const int w, const int h,
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const bool wantsDepthBuffer, const bool wantsStencilBuffer)
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: context (c), width (w), height (h),
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textureID (0), frameBufferID (0), depthOrStencilBuffer (0),
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hasDepthBuffer (false), hasStencilBuffer (false)
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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 (context.extensions.glGenFramebuffers == nullptr)
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return;
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#endif
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context.extensions.glGenFramebuffers (1, &frameBufferID);
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bind();
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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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context.extensions.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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context.extensions.glGenRenderbuffers (1, &depthOrStencilBuffer);
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context.extensions.glBindRenderbuffer (GL_RENDERBUFFER, depthOrStencilBuffer);
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jassert (context.extensions.glIsRenderbuffer (depthOrStencilBuffer));
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context.extensions.glRenderbufferStorage (GL_RENDERBUFFER,
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(wantsDepthBuffer && wantsStencilBuffer) ? (GLenum) GL_DEPTH24_STENCIL8
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#if JUCE_OPENGL_ES
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: (GLenum) GL_DEPTH_COMPONENT16,
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#else
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: (GLenum) GL_DEPTH_COMPONENT,
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#endif
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width, height);
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GLint params = 0;
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context.extensions.glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_DEPTH_SIZE, ¶ms);
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context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
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if (wantsStencilBuffer)
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context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
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hasDepthBuffer = wantsDepthBuffer;
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hasStencilBuffer = wantsStencilBuffer;
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}
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unbind();
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}
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~Pimpl()
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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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context.extensions.glDeleteRenderbuffers (1, &depthOrStencilBuffer);
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if (frameBufferID != 0)
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context.extensions.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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context.extensions.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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context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, context.getFrameBufferID());
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JUCE_CHECK_OPENGL_ERROR
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}
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OpenGLContext& context;
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const int width, height;
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GLuint textureID, frameBufferID, depthOrStencilBuffer;
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bool hasDepthBuffer, hasStencilBuffer;
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private:
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bool checkStatus() noexcept
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{
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const GLenum status = context.extensions.glCheckFramebufferStatus (GL_FRAMEBUFFER);
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return status == GL_NO_ERROR
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|| status == GL_FRAMEBUFFER_COMPLETE;
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}
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JUCE_DECLARE_NON_COPYABLE (Pimpl)
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};
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//==============================================================================
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class OpenGLFrameBuffer::SavedState
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{
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public:
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SavedState (OpenGLFrameBuffer& buffer, const int w, const int h)
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: width (w), height (h),
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data ((size_t) (w * h))
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{
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buffer.readPixels (data, Rectangle<int> (w, h));
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}
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bool restore (OpenGLContext& context, OpenGLFrameBuffer& buffer)
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{
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if (buffer.initialise (context, width, height))
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{
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buffer.writePixels (data, Rectangle<int> (width, height));
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return true;
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}
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return false;
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}
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private:
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const int width, height;
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HeapBlock<PixelARGB> data;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState)
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};
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//==============================================================================
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OpenGLFrameBuffer::OpenGLFrameBuffer() {}
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OpenGLFrameBuffer::~OpenGLFrameBuffer() {}
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bool OpenGLFrameBuffer::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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pimpl.reset();
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pimpl.reset (new Pimpl (context, width, height, false, false));
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if (! pimpl->createdOk())
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pimpl.reset();
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return pimpl != nullptr;
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}
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bool OpenGLFrameBuffer::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 OpenGLFrameBuffer::initialise (OpenGLFrameBuffer& other)
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{
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auto* p = other.pimpl.get();
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if (p == nullptr)
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{
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pimpl.reset();
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return true;
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}
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const Rectangle<int> area (pimpl->width, pimpl->height);
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if (initialise (p->context, area.getWidth(), area.getHeight()))
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{
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pimpl->bind();
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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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glBindTexture (GL_TEXTURE_2D, p->textureID);
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pimpl->context.copyTexture (area, area, area.getWidth(), area.getHeight(), false);
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glBindTexture (GL_TEXTURE_2D, 0);
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JUCE_CHECK_OPENGL_ERROR
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pimpl->unbind();
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return true;
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}
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return false;
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}
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void OpenGLFrameBuffer::release()
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{
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pimpl.reset();
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savedState.reset();
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}
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void OpenGLFrameBuffer::saveAndRelease()
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{
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if (pimpl != nullptr)
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{
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savedState.reset (new SavedState (*this, pimpl->width, pimpl->height));
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pimpl.reset();
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}
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}
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bool OpenGLFrameBuffer::reloadSavedCopy (OpenGLContext& context)
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{
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if (savedState != nullptr)
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{
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std::unique_ptr<SavedState> state;
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std::swap (state, savedState);
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if (state->restore (context, *this))
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return true;
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std::swap (state, savedState);
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}
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return false;
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}
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int OpenGLFrameBuffer::getWidth() const noexcept { return pimpl != nullptr ? pimpl->width : 0; }
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int OpenGLFrameBuffer::getHeight() const noexcept { return pimpl != nullptr ? pimpl->height : 0; }
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GLuint OpenGLFrameBuffer::getTextureID() const noexcept { return pimpl != nullptr ? pimpl->textureID : 0; }
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bool OpenGLFrameBuffer::makeCurrentRenderingTarget()
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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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jassert (savedState == nullptr);
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if (pimpl == nullptr)
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return false;
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pimpl->bind();
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return true;
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}
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GLuint OpenGLFrameBuffer::getFrameBufferID() const noexcept
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{
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return pimpl != nullptr ? pimpl->frameBufferID : 0;
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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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void OpenGLFrameBuffer::releaseAsRenderingTarget()
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{
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if (pimpl != nullptr)
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pimpl->unbind();
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}
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void OpenGLFrameBuffer::clear (Colour colour)
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{
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if (makeCurrentRenderingTarget())
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{
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OpenGLHelpers::clear (colour);
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releaseAsRenderingTarget();
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}
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}
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void OpenGLFrameBuffer::makeCurrentAndClear()
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{
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if (makeCurrentRenderingTarget())
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{
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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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}
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bool OpenGLFrameBuffer::readPixels (PixelARGB* target, const Rectangle<int>& area)
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{
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if (! makeCurrentRenderingTarget())
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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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pimpl->unbind();
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return true;
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}
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bool OpenGLFrameBuffer::writePixels (const PixelARGB* data, const Rectangle<int>& area)
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{
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OpenGLTargetSaver ts (pimpl->context);
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if (! makeCurrentRenderingTarget())
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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, pimpl->width, pimpl->height);
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pimpl->context.copyTexture (area, Rectangle<int> (area.getX(), area.getY(),
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tex.getWidth(), tex.getHeight()),
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pimpl->width, pimpl->height, true);
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JUCE_CHECK_OPENGL_ERROR
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return true;
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}
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} // namespace juce
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