juicysfplugin/modules/juce_opengl/opengl/juce_OpenGLFrameBuffer.cpp

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2017 - ROLI Ltd.
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 5 End-User License
Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
27th April 2017).
End User License Agreement: www.juce.com/juce-5-licence
Privacy Policy: www.juce.com/juce-5-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
{
class OpenGLFrameBuffer::Pimpl
{
public:
Pimpl (OpenGLContext& c, const int w, const int h,
const bool wantsDepthBuffer, const bool wantsStencilBuffer)
: context (c), width (w), height (h),
textureID (0), frameBufferID (0), depthOrStencilBuffer (0),
hasDepthBuffer (false), hasStencilBuffer (false)
{
// Framebuffer objects can only be created when the current thread has an active OpenGL
// context. You'll need to create this object in one of the OpenGLContext's callbacks.
jassert (OpenGLHelpers::isContextActive());
#if JUCE_WINDOWS || JUCE_LINUX
if (context.extensions.glGenFramebuffers == nullptr)
return;
#endif
context.extensions.glGenFramebuffers (1, &frameBufferID);
bind();
glGenTextures (1, &textureID);
glBindTexture (GL_TEXTURE_2D, textureID);
JUCE_CHECK_OPENGL_ERROR
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
JUCE_CHECK_OPENGL_ERROR
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
JUCE_CHECK_OPENGL_ERROR
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;
}
unbind();
}
~Pimpl()
{
if (OpenGLHelpers::isContextActive())
{
if (textureID != 0)
glDeleteTextures (1, &textureID);
if (depthOrStencilBuffer != 0)
context.extensions.glDeleteRenderbuffers (1, &depthOrStencilBuffer);
if (frameBufferID != 0)
context.extensions.glDeleteFramebuffers (1, &frameBufferID);
JUCE_CHECK_OPENGL_ERROR
}
}
bool createdOk() const
{
return frameBufferID != 0 && textureID != 0;
}
void bind()
{
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, frameBufferID);
JUCE_CHECK_OPENGL_ERROR
}
void unbind()
{
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, context.getFrameBufferID());
JUCE_CHECK_OPENGL_ERROR
}
OpenGLContext& context;
const int width, height;
GLuint textureID, frameBufferID, depthOrStencilBuffer;
bool hasDepthBuffer, hasStencilBuffer;
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 ((size_t) (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.reset();
pimpl.reset (new Pimpl (context, width, height, false, false));
if (! pimpl->createdOk())
pimpl.reset();
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)
{
auto* p = other.pimpl.get();
if (p == nullptr)
{
pimpl.reset();
return true;
}
const Rectangle<int> area (pimpl->width, pimpl->height);
if (initialise (p->context, area.getWidth(), area.getHeight()))
{
pimpl->bind();
#if ! JUCE_ANDROID
glEnable (GL_TEXTURE_2D);
clearGLError();
#endif
glBindTexture (GL_TEXTURE_2D, p->textureID);
pimpl->context.copyTexture (area, area, area.getWidth(), area.getHeight(), false);
glBindTexture (GL_TEXTURE_2D, 0);
JUCE_CHECK_OPENGL_ERROR
pimpl->unbind();
return true;
}
return false;
}
void OpenGLFrameBuffer::release()
{
pimpl.reset();
savedState.reset();
}
void OpenGLFrameBuffer::saveAndRelease()
{
if (pimpl != nullptr)
{
savedState.reset (new SavedState (*this, pimpl->width, pimpl->height));
pimpl.reset();
}
}
bool OpenGLFrameBuffer::reloadSavedCopy (OpenGLContext& context)
{
if (savedState != nullptr)
{
std::unique_ptr<SavedState> state;
std::swap (state, savedState);
if (state->restore (context, *this))
return true;
std::swap (state, savedState);
}
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::getFrameBufferID() const noexcept
{
return pimpl != nullptr ? pimpl->frameBufferID : 0;
}
GLuint OpenGLFrameBuffer::getCurrentFrameBufferTarget() noexcept
{
GLint fb;
glGetIntegerv (GL_FRAMEBUFFER_BINDING, &fb);
return (GLuint) fb;
}
void OpenGLFrameBuffer::releaseAsRenderingTarget()
{
if (pimpl != nullptr)
pimpl->unbind();
}
void OpenGLFrameBuffer::clear (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(),
JUCE_RGBA_FORMAT, GL_UNSIGNED_BYTE, target);
pimpl->unbind();
return true;
}
bool OpenGLFrameBuffer::writePixels (const PixelARGB* data, const Rectangle<int>& area)
{
OpenGLTargetSaver ts (pimpl->context);
if (! makeCurrentRenderingTarget())
return false;
glDisable (GL_DEPTH_TEST);
glDisable (GL_BLEND);
JUCE_CHECK_OPENGL_ERROR
OpenGLTexture tex;
tex.loadARGB (data, area.getWidth(), area.getHeight());
glViewport (0, 0, pimpl->width, pimpl->height);
pimpl->context.copyTexture (area, Rectangle<int> (area.getX(), area.getY(),
tex.getWidth(), tex.getHeight()),
pimpl->width, pimpl->height, true);
JUCE_CHECK_OPENGL_ERROR
return true;
}
} // namespace juce