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:
136
modules/juce_opengl/opengl/juce_OpenGLFrameBuffer.h
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136
modules/juce_opengl/opengl/juce_OpenGLFrameBuffer.h
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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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//==============================================================================
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/**
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Creates an openGL frame buffer.
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@tags{OpenGL}
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*/
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class JUCE_API OpenGLFrameBuffer
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{
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public:
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/** Creates an uninitialised buffer.
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To actually allocate the buffer, use initialise().
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*/
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OpenGLFrameBuffer();
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/** Destructor. */
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~OpenGLFrameBuffer();
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//==============================================================================
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/** Tries to allocates a buffer of the given size.
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Note that a valid openGL context must be selected when you call this method,
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or it will fail.
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*/
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bool initialise (OpenGLContext& context, int width, int height);
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/** Tries to allocates a buffer containing a copy of a given image.
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Note that a valid openGL context must be selected when you call this method,
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or it will fail.
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*/
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bool initialise (OpenGLContext& context, const Image& content);
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/** Tries to allocate a copy of another framebuffer.
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*/
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bool initialise (OpenGLFrameBuffer& other);
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/** Releases the buffer, if one has been allocated.
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Any saved state that was created with saveAndRelease() will also be freed by this call.
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*/
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void release();
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/** If the framebuffer is active, this will save a stashed copy of its contents in main memory,
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and will release the GL buffer.
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After saving, the original state can be restored again by calling reloadSavedCopy().
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*/
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void saveAndRelease();
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/** Restores the framebuffer content that was previously saved using saveAndRelease().
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After saving to main memory, the original state can be restored by calling restoreToGPUMemory().
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*/
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bool reloadSavedCopy (OpenGLContext& context);
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//==============================================================================
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/** Returns true if a valid buffer has been allocated. */
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bool isValid() const noexcept { return pimpl != nullptr; }
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/** Returns the width of the buffer. */
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int getWidth() const noexcept;
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/** Returns the height of the buffer. */
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int getHeight() const noexcept;
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/** Returns the texture ID number for using this buffer as a texture. */
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GLuint getTextureID() const noexcept;
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//==============================================================================
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/** Selects this buffer as the current OpenGL rendering target. */
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bool makeCurrentRenderingTarget();
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/** Deselects this buffer as the current OpenGL rendering target. */
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void releaseAsRenderingTarget();
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/** Returns the ID of this framebuffer, or 0 if it isn't initialised. */
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GLuint getFrameBufferID() const noexcept;
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/** Returns the current frame buffer ID for the current context. */
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static GLuint getCurrentFrameBufferTarget() noexcept;
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/** Clears the framebuffer with the specified colour. */
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void clear (Colour colour);
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/** Selects the framebuffer as the current target, and clears it to transparent. */
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void makeCurrentAndClear();
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/** Reads an area of pixels from the framebuffer into a 32-bit ARGB pixel array.
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The lineStride is measured as a number of pixels, not bytes - pass a stride
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of 0 to indicate a packed array.
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*/
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bool readPixels (PixelARGB* targetData, const Rectangle<int>& sourceArea);
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/** Writes an area of pixels into the framebuffer from a specified pixel array.
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The lineStride is measured as a number of pixels, not bytes - pass a stride
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of 0 to indicate a packed array.
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*/
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bool writePixels (const PixelARGB* srcData, const Rectangle<int>& targetArea);
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private:
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class Pimpl;
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friend struct ContainerDeletePolicy<Pimpl>;
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std::unique_ptr<Pimpl> pimpl;
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class SavedState;
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friend struct ContainerDeletePolicy<SavedState>;
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std::unique_ptr<SavedState> savedState;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLFrameBuffer)
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};
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} // namespace juce
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