fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).
This commit is contained in:
355
modules/juce_opengl/opengl/juce_OpenGLFrameBuffer.cpp
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355
modules/juce_opengl/opengl/juce_OpenGLFrameBuffer.cpp
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@ -0,0 +1,355 @@
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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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 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-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
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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, 0);
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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) ? GL_DEPTH24_STENCIL8
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#if JUCE_OPENGL_ES
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: GL_DEPTH_COMPONENT16,
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#else
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: 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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Reference in New Issue
Block a user