/* ============================================================================== This file is part of the JUCE 6 technical preview. Copyright (c) 2020 - Raw Material Software Limited You may use this code under the terms of the GPL v3 (see www.gnu.org/licenses). For this technical preview, this file is not subject to commercial licensing. 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, nullptr); 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; } 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 (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.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 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 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& 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& 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 (area.getX(), area.getY(), tex.getWidth(), tex.getHeight()), pimpl->width, pimpl->height, true); JUCE_CHECK_OPENGL_ERROR return true; } } // namespace juce