/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2013 - Raw Material Software Ltd. Permission is granted to use this software under the terms of either: a) the GPL v2 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.juce.com for more information. ============================================================================== */ 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); context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, frameBufferID); JUCE_CHECK_OPENGL_ERROR glGenTextures (1, &textureID); glBindTexture (GL_TEXTURE_2D, textureID); JUCE_CHECK_OPENGL_ERROR glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, 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, ¶ms); 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; } context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0); } ~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, 0); 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 (w, h)); } bool restore (OpenGLContext& context, OpenGLFrameBuffer& buffer) { if (buffer.initialise (context, width, height)) { buffer.writePixels (data, Rectangle (width, height)); return true; } return false; } private: const int width, height; HeapBlock 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 = nullptr; pimpl = new Pimpl (context, width, height, false, false); if (! pimpl->createdOk()) pimpl = nullptr; 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) { const Pimpl* const p = other.pimpl; if (p == nullptr) { pimpl = nullptr; return true; } const Rectangle 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 = nullptr; savedState = nullptr; } void OpenGLFrameBuffer::saveAndRelease() { if (pimpl != nullptr) { savedState = new SavedState (*this, pimpl->width, pimpl->height); pimpl = nullptr; } } bool OpenGLFrameBuffer::reloadSavedCopy (OpenGLContext& context) { if (savedState != nullptr) { ScopedPointer state (savedState); if (state->restore (context, *this)) return true; savedState = state; } 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 { return pimpl != nullptr ? pimpl->frameBufferID : 0; } GLuint OpenGLFrameBuffer::getCurrentFrameBufferTarget() { GLint fb; glGetIntegerv (GL_FRAMEBUFFER_BINDING, &fb); return (GLuint) fb; } void OpenGLFrameBuffer::releaseAsRenderingTarget() { if (pimpl != nullptr) pimpl->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0); } 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& 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->context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, 0); JUCE_CHECK_OPENGL_ERROR return true; } bool OpenGLFrameBuffer::writePixels (const PixelARGB* data, const Rectangle& area) { OpenGLTargetSaver ts (pimpl->context); if (! makeCurrentRenderingTarget()) return false; glDisable (GL_DEPTH_TEST); glDisable (GL_BLEND); JUCE_CHECK_OPENGL_ERROR #if JUCE_OPENGL_ES && JUCE_USE_OPENGL_FIXED_FUNCTION OpenGLTexture tex; tex.loadARGBFlipped (data, area.getWidth(), area.getHeight()); const int texH = tex.getHeight(); tex.bind(); const GLint cropRect[4] = { 0, texH - area.getHeight(), area.getWidth(), area.getHeight() }; glTexParameteriv (GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect); glEnable (GL_TEXTURE_2D); clearGLError(); glColor4f (1.0f, 1.0f, 1.0f, 1.0f); glDrawTexiOES (area.getX(), area.getY(), 1, area.getWidth(), area.getHeight()); glBindTexture (GL_TEXTURE_2D, 0); #else OpenGLTexture tex; tex.loadARGB (data, area.getWidth(), area.getHeight()); glViewport (0, 0, pimpl->width, pimpl->height); pimpl->context.copyTexture (area, Rectangle (area.getX(), area.getY(), tex.getWidth(), tex.getHeight()), pimpl->width, pimpl->height, true); #endif JUCE_CHECK_OPENGL_ERROR return true; } #if JUCE_USE_OPENGL_FIXED_FUNCTION void OpenGLFrameBuffer::draw2D (float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, Colour colour) const { if (pimpl != nullptr) { glBindTexture (GL_TEXTURE_2D, pimpl->textureID); OpenGLHelpers::drawQuad2D (x1, y1, x2, y2, x3, y3, x4, y4, colour); glBindTexture (GL_TEXTURE_2D, 0); } } void OpenGLFrameBuffer::draw3D (float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4, Colour colour) const { if (pimpl != nullptr) { glBindTexture (GL_TEXTURE_2D, pimpl->textureID); OpenGLHelpers::drawQuad3D (x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, colour); glBindTexture (GL_TEXTURE_2D, 0); } } void OpenGLFrameBuffer::drawAt (float x1, float y1) const { if (pimpl != nullptr) { #if ! JUCE_ANDROID glEnable (GL_TEXTURE_2D); clearGLError(); #endif glBindTexture (GL_TEXTURE_2D, pimpl->textureID); glDisableClientState (GL_COLOR_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); const GLfloat vertices[] = { x1, y1, x1 + pimpl->width, y1, x1, y1 + pimpl->height, x1 + pimpl->width, y1 + pimpl->height }; const GLfloat textureCoords[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f }; glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (2, GL_FLOAT, 0, vertices); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glTexCoordPointer (2, GL_FLOAT, 0, textureCoords); glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); glBindTexture (GL_TEXTURE_2D, 0); } } #endif