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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
{
#if JUCE_IOS
struct AppInactivityCallback // NB: this is a duplicate of an internal declaration in juce_core
{
virtual ~AppInactivityCallback() {}
virtual void appBecomingInactive() = 0;
};
extern Array<AppInactivityCallback*> appBecomingInactiveCallbacks;
// On iOS, all GL calls will crash when the app is running in the background, so
// this prevents them from happening (which some messy locking behaviour)
struct iOSBackgroundProcessCheck : public AppInactivityCallback
{
iOSBackgroundProcessCheck() { isBackgroundProcess(); appBecomingInactiveCallbacks.add (this); }
~iOSBackgroundProcessCheck() { appBecomingInactiveCallbacks.removeAllInstancesOf (this); }
bool isBackgroundProcess()
{
const bool b = Process::isForegroundProcess();
isForeground.set (b ? 1 : 0);
return ! b;
}
void appBecomingInactive() override
{
int counter = 2000;
while (--counter > 0 && isForeground.get() != 0)
Thread::sleep (1);
}
private:
Atomic<int> isForeground;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (iOSBackgroundProcessCheck)
};
#endif
//==============================================================================
class OpenGLContext::CachedImage : public CachedComponentImage,
private ThreadPoolJob
{
public:
CachedImage (OpenGLContext& c, Component& comp,
const OpenGLPixelFormat& pixFormat, void* contextToShare)
: ThreadPoolJob ("OpenGL Rendering"),
context (c), component (comp)
{
nativeContext.reset (new NativeContext (component, pixFormat, contextToShare,
c.useMultisampling, c.versionRequired));
if (nativeContext->createdOk())
context.nativeContext = nativeContext.get();
else
nativeContext.reset();
}
~CachedImage()
{
stop();
}
//==============================================================================
void start()
{
if (nativeContext != nullptr)
{
renderThread.reset (new ThreadPool (1));
resume();
}
}
void stop()
{
if (renderThread != nullptr)
{
// make sure everything has finished executing
destroying.set (1);
if (workQueue.size() > 0)
{
if (! renderThread->contains (this))
resume();
while (workQueue.size() != 0)
Thread::sleep (20);
}
pause();
renderThread.reset();
}
hasInitialised = false;
}
//==============================================================================
void pause()
{
signalJobShouldExit();
messageManagerLock.abort();
if (renderThread != nullptr)
{
repaintEvent.signal();
renderThread->removeJob (this, true, -1);
}
}
void resume()
{
if (renderThread != nullptr)
renderThread->addJob (this, false);
}
//==============================================================================
void paint (Graphics&) override
{
updateViewportSize (false);
}
bool invalidateAll() override
{
validArea.clear();
triggerRepaint();
return false;
}
bool invalidate (const Rectangle<int>& area) override
{
validArea.subtract (area.toFloat().transformedBy (transform).getSmallestIntegerContainer());
triggerRepaint();
return false;
}
void releaseResources() override
{
stop();
}
void triggerRepaint()
{
needsUpdate = 1;
repaintEvent.signal();
}
//==============================================================================
bool ensureFrameBufferSize()
{
auto fbW = cachedImageFrameBuffer.getWidth();
auto fbH = cachedImageFrameBuffer.getHeight();
if (fbW != viewportArea.getWidth() || fbH != viewportArea.getHeight() || ! cachedImageFrameBuffer.isValid())
{
if (! cachedImageFrameBuffer.initialise (context, viewportArea.getWidth(), viewportArea.getHeight()))
return false;
validArea.clear();
JUCE_CHECK_OPENGL_ERROR
}
return true;
}
void clearRegionInFrameBuffer (const RectangleList<int>& list)
{
glClearColor (0, 0, 0, 0);
glEnable (GL_SCISSOR_TEST);
auto previousFrameBufferTarget = OpenGLFrameBuffer::getCurrentFrameBufferTarget();
cachedImageFrameBuffer.makeCurrentRenderingTarget();
auto imageH = cachedImageFrameBuffer.getHeight();
for (auto& r : list)
{
glScissor (r.getX(), imageH - r.getBottom(), r.getWidth(), r.getHeight());
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glDisable (GL_SCISSOR_TEST);
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, previousFrameBufferTarget);
JUCE_CHECK_OPENGL_ERROR
}
bool renderFrame()
{
MessageManager::Lock::ScopedTryLockType mmLock (messageManagerLock, false);
const bool isUpdating = needsUpdate.compareAndSetBool (0, 1);
if (context.renderComponents && isUpdating)
{
// This avoids hogging the message thread when doing intensive rendering.
if (lastMMLockReleaseTime + 1 >= Time::getMillisecondCounter())
Thread::sleep (2);
while (! shouldExit())
{
doWorkWhileWaitingForLock (false);
if (mmLock.retryLock())
break;
}
if (shouldExit())
return false;
}
if (! context.makeActive())
return false;
NativeContext::Locker locker (*nativeContext);
JUCE_CHECK_OPENGL_ERROR
doWorkWhileWaitingForLock (true);
if (context.renderer != nullptr)
{
glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight());
context.currentRenderScale = scale;
context.renderer->renderOpenGL();
clearGLError();
bindVertexArray();
}
if (context.renderComponents)
{
if (isUpdating)
{
paintComponent();
if (! hasInitialised)
return false;
messageManagerLock.exit();
lastMMLockReleaseTime = Time::getMillisecondCounter();
}
glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight());
drawComponentBuffer();
}
context.swapBuffers();
OpenGLContext::deactivateCurrentContext();
return true;
}
void updateViewportSize (bool canTriggerUpdate)
{
if (auto* peer = component.getPeer())
{
#if JUCE_WINDOWS
auto newScale = nativeContext->getWindowScaleFactor (component.getTopLevelComponent()->getScreenBounds());
#else
auto newScale = Desktop::getInstance().getDisplays().findDisplayForRect (component.getTopLevelComponent()->getScreenBounds()).scale;
#endif
auto localBounds = component.getLocalBounds();
auto newArea = peer->getComponent().getLocalArea (&component, localBounds).withZeroOrigin() * newScale;
if (scale != newScale || viewportArea != newArea)
{
scale = newScale;
viewportArea = newArea;
transform = AffineTransform::scale ((float) newArea.getWidth() / (float) localBounds.getWidth(),
(float) newArea.getHeight() / (float) localBounds.getHeight());
if (canTriggerUpdate)
invalidateAll();
}
}
}
void bindVertexArray() noexcept
{
#if JUCE_OPENGL3
if (vertexArrayObject != 0)
context.extensions.glBindVertexArray (vertexArrayObject);
#endif
}
void checkViewportBounds()
{
auto screenBounds = component.getTopLevelComponent()->getScreenBounds();
if (lastScreenBounds != screenBounds)
updateViewportSize (true);
}
void paintComponent()
{
// you mustn't set your own cached image object when attaching a GL context!
jassert (get (component) == this);
if (! ensureFrameBufferSize())
return;
RectangleList<int> invalid (viewportArea);
invalid.subtract (validArea);
validArea = viewportArea;
if (! invalid.isEmpty())
{
clearRegionInFrameBuffer (invalid);
{
std::unique_ptr<LowLevelGraphicsContext> g (createOpenGLGraphicsContext (context, cachedImageFrameBuffer));
g->clipToRectangleList (invalid);
g->addTransform (transform);
paintOwner (*g);
JUCE_CHECK_OPENGL_ERROR
}
if (! context.isActive())
context.makeActive();
}
JUCE_CHECK_OPENGL_ERROR
}
void drawComponentBuffer()
{
#if ! JUCE_ANDROID
glEnable (GL_TEXTURE_2D);
clearGLError();
#endif
#if JUCE_WINDOWS
// some stupidly old drivers are missing this function, so try to at least avoid a crash here,
// but if you hit this assertion you may want to have your own version check before using the
// component rendering stuff on such old drivers.
jassert (context.extensions.glActiveTexture != nullptr);
if (context.extensions.glActiveTexture != nullptr)
#endif
context.extensions.glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, cachedImageFrameBuffer.getTextureID());
bindVertexArray();
const Rectangle<int> cacheBounds (cachedImageFrameBuffer.getWidth(), cachedImageFrameBuffer.getHeight());
context.copyTexture (cacheBounds, cacheBounds, cacheBounds.getWidth(), cacheBounds.getHeight(), false);
glBindTexture (GL_TEXTURE_2D, 0);
JUCE_CHECK_OPENGL_ERROR
}
void paintOwner (LowLevelGraphicsContext& llgc)
{
Graphics g (llgc);
#if JUCE_ENABLE_REPAINT_DEBUGGING
#ifdef JUCE_IS_REPAINT_DEBUGGING_ACTIVE
if (JUCE_IS_REPAINT_DEBUGGING_ACTIVE)
#endif
{
g.saveState();
}
#endif
JUCE_TRY
{
component.paintEntireComponent (g, false);
}
JUCE_CATCH_EXCEPTION
#if JUCE_ENABLE_REPAINT_DEBUGGING
#ifdef JUCE_IS_REPAINT_DEBUGGING_ACTIVE
if (JUCE_IS_REPAINT_DEBUGGING_ACTIVE)
#endif
{
// enabling this code will fill all areas that get repainted with a colour overlay, to show
// clearly when things are being repainted.
g.restoreState();
static Random rng;
g.fillAll (Colour ((uint8) rng.nextInt (255),
(uint8) rng.nextInt (255),
(uint8) rng.nextInt (255),
(uint8) 0x50));
}
#endif
}
void handleResize()
{
updateViewportSize (true);
#if JUCE_MAC
if (hasInitialised)
{
[nativeContext->view update];
renderFrame();
}
#endif
}
//==============================================================================
JobStatus runJob() override
{
{
// Allow the message thread to finish setting-up the context before using it..
MessageManager::Lock::ScopedTryLockType mmLock (messageManagerLock, false);
do
{
if (shouldExit())
return ThreadPoolJob::jobHasFinished;
} while (! mmLock.retryLock());
}
if (! initialiseOnThread())
{
hasInitialised = false;
return ThreadPoolJob::jobHasFinished;
}
hasInitialised = true;
while (! shouldExit())
{
#if JUCE_IOS
if (backgroundProcessCheck.isBackgroundProcess())
{
repaintEvent.wait (300);
continue;
}
#endif
if (shouldExit())
break;
if (! renderFrame())
repaintEvent.wait (5); // failed to render, so avoid a tight fail-loop.
else if (! context.continuousRepaint && ! shouldExit())
repaintEvent.wait (-1);
}
hasInitialised = false;
context.makeActive();
shutdownOnThread();
OpenGLContext::deactivateCurrentContext();
return ThreadPoolJob::jobHasFinished;
}
bool initialiseOnThread()
{
// On android, this can get called twice, so drop any previous state..
associatedObjectNames.clear();
associatedObjects.clear();
cachedImageFrameBuffer.release();
context.makeActive();
if (! nativeContext->initialiseOnRenderThread (context))
return false;
#if JUCE_ANDROID
// On android the context may be created in initialiseOnRenderThread
// and we therefore need to call makeActive again
context.makeActive();
#endif
context.extensions.initialise();
#if JUCE_OPENGL3
if (OpenGLShaderProgram::getLanguageVersion() > 1.2)
{
context.extensions.glGenVertexArrays (1, &vertexArrayObject);
bindVertexArray();
}
#endif
glViewport (0, 0, component.getWidth(), component.getHeight());
nativeContext->setSwapInterval (1);
#if ! JUCE_OPENGL_ES
JUCE_CHECK_OPENGL_ERROR
shadersAvailable = OpenGLShaderProgram::getLanguageVersion() > 0;
clearGLError();
#endif
if (context.renderer != nullptr)
context.renderer->newOpenGLContextCreated();
return true;
}
void shutdownOnThread()
{
if (context.renderer != nullptr)
context.renderer->openGLContextClosing();
#if JUCE_OPENGL3
if (vertexArrayObject != 0)
context.extensions.glDeleteVertexArrays (1, &vertexArrayObject);
#endif
associatedObjectNames.clear();
associatedObjects.clear();
cachedImageFrameBuffer.release();
nativeContext->shutdownOnRenderThread();
}
//==============================================================================
struct BlockingWorker : public OpenGLContext::AsyncWorker
{
BlockingWorker (OpenGLContext::AsyncWorker::Ptr && workerToUse)
: originalWorker (std::move (workerToUse))
{}
void operator() (OpenGLContext& calleeContext)
{
if (originalWorker != nullptr)
(*originalWorker) (calleeContext);
finishedSignal.signal();
}
void block() noexcept { finishedSignal.wait(); }
OpenGLContext::AsyncWorker::Ptr originalWorker;
WaitableEvent finishedSignal;
};
bool doWorkWhileWaitingForLock (bool contextIsAlreadyActive)
{
bool contextActivated = false;
for (OpenGLContext::AsyncWorker::Ptr work = workQueue.removeAndReturn (0);
work != nullptr && (! shouldExit()); work = workQueue.removeAndReturn (0))
{
if ((! contextActivated) && (! contextIsAlreadyActive))
{
if (! context.makeActive())
break;
contextActivated = true;
}
NativeContext::Locker locker (*nativeContext);
(*work) (context);
clearGLError();
}
if (contextActivated)
OpenGLContext::deactivateCurrentContext();
return shouldExit();
}
void execute (OpenGLContext::AsyncWorker::Ptr workerToUse, bool shouldBlock, bool calledFromDestructor = false)
{
if (calledFromDestructor || destroying.get() == 0)
{
if (shouldBlock)
{
auto blocker = new BlockingWorker (std::move (workerToUse));
OpenGLContext::AsyncWorker::Ptr worker (*blocker);
workQueue.add (worker);
messageManagerLock.abort();
context.triggerRepaint();
blocker->block();
}
else
{
workQueue.add (std::move (workerToUse));
messageManagerLock.abort();
context.triggerRepaint();
}
}
else
{
jassertfalse; // you called execute AFTER you detached your openglcontext
}
}
//==============================================================================
static CachedImage* get (Component& c) noexcept
{
return dynamic_cast<CachedImage*> (c.getCachedComponentImage());
}
//==============================================================================
friend class NativeContext;
std::unique_ptr<NativeContext> nativeContext;
OpenGLContext& context;
Component& component;
OpenGLFrameBuffer cachedImageFrameBuffer;
RectangleList<int> validArea;
Rectangle<int> viewportArea, lastScreenBounds;
double scale = 1.0;
AffineTransform transform;
#if JUCE_OPENGL3
GLuint vertexArrayObject = 0;
#endif
StringArray associatedObjectNames;
ReferenceCountedArray<ReferenceCountedObject> associatedObjects;
WaitableEvent canPaintNowFlag, finishedPaintingFlag, repaintEvent;
#if JUCE_OPENGL_ES
bool shadersAvailable = true;
#else
bool shadersAvailable = false;
#endif
bool hasInitialised = false;
Atomic<int> needsUpdate { 1 }, destroying;
uint32 lastMMLockReleaseTime = 0;
std::unique_ptr<ThreadPool> renderThread;
ReferenceCountedArray<OpenGLContext::AsyncWorker, CriticalSection> workQueue;
MessageManager::Lock messageManagerLock;
#if JUCE_IOS
iOSBackgroundProcessCheck backgroundProcessCheck;
#endif
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (CachedImage)
};
//==============================================================================
class OpenGLContext::Attachment : public ComponentMovementWatcher,
private Timer
{
public:
Attachment (OpenGLContext& c, Component& comp)
: ComponentMovementWatcher (&comp), context (c)
{
if (canBeAttached (comp))
attach();
}
~Attachment()
{
detach();
}
void detach()
{
auto& comp = *getComponent();
stop();
comp.setCachedComponentImage (nullptr);
context.nativeContext = nullptr;
}
void componentMovedOrResized (bool /*wasMoved*/, bool /*wasResized*/) override
{
auto& comp = *getComponent();
if (isAttached (comp) != canBeAttached (comp))
componentVisibilityChanged();
if (comp.getWidth() > 0 && comp.getHeight() > 0
&& context.nativeContext != nullptr)
{
if (auto* c = CachedImage::get (comp))
c->handleResize();
if (auto* peer = comp.getTopLevelComponent()->getPeer())
context.nativeContext->updateWindowPosition (peer->getAreaCoveredBy (comp));
}
}
void componentPeerChanged() override
{
detach();
componentVisibilityChanged();
}
void componentVisibilityChanged() override
{
auto& comp = *getComponent();
if (canBeAttached (comp))
{
if (isAttached (comp))
comp.repaint(); // (needed when windows are un-minimised)
else
attach();
}
else
{
detach();
}
}
#if JUCE_DEBUG || JUCE_LOG_ASSERTIONS
void componentBeingDeleted (Component& c) override
{
/* You must call detach() or delete your OpenGLContext to remove it
from a component BEFORE deleting the component that it is using!
*/
jassertfalse;
ComponentMovementWatcher::componentBeingDeleted (c);
}
#endif
void update()
{
auto& comp = *getComponent();
if (canBeAttached (comp))
start();
else
stop();
}
private:
OpenGLContext& context;
bool canBeAttached (const Component& comp) noexcept
{
return (! context.overrideCanAttach) && comp.getWidth() > 0 && comp.getHeight() > 0 && isShowingOrMinimised (comp);
}
static bool isShowingOrMinimised (const Component& c)
{
if (! c.isVisible())
return false;
if (auto* p = c.getParentComponent())
return isShowingOrMinimised (*p);
return c.getPeer() != nullptr;
}
static bool isAttached (const Component& comp) noexcept
{
return comp.getCachedComponentImage() != nullptr;
}
void attach()
{
auto& comp = *getComponent();
auto* newCachedImage = new CachedImage (context, comp,
context.openGLPixelFormat,
context.contextToShareWith);
comp.setCachedComponentImage (newCachedImage);
start();
}
void stop()
{
stopTimer();
auto& comp = *getComponent();
#if JUCE_MAC
[[(NSView*) comp.getWindowHandle() window] disableScreenUpdatesUntilFlush];
#endif
if (auto* oldCachedImage = CachedImage::get (comp))
oldCachedImage->stop(); // (must stop this before detaching it from the component)
}
void start()
{
auto& comp = *getComponent();
if (auto* cachedImage = CachedImage::get (comp))
{
cachedImage->start(); // (must wait until this is attached before starting its thread)
cachedImage->updateViewportSize (true);
startTimer (400);
}
}
void timerCallback() override
{
if (auto* cachedImage = CachedImage::get (*getComponent()))
cachedImage->checkViewportBounds();
}
};
//==============================================================================
OpenGLContext::OpenGLContext()
{
}
OpenGLContext::~OpenGLContext()
{
detach();
}
void OpenGLContext::setRenderer (OpenGLRenderer* rendererToUse) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
renderer = rendererToUse;
}
void OpenGLContext::setComponentPaintingEnabled (bool shouldPaintComponent) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
renderComponents = shouldPaintComponent;
}
void OpenGLContext::setContinuousRepainting (bool shouldContinuouslyRepaint) noexcept
{
continuousRepaint = shouldContinuouslyRepaint;
triggerRepaint();
}
void OpenGLContext::setPixelFormat (const OpenGLPixelFormat& preferredPixelFormat) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
openGLPixelFormat = preferredPixelFormat;
}
void OpenGLContext::setTextureMagnificationFilter (OpenGLContext::TextureMagnificationFilter magFilterMode) noexcept
{
texMagFilter = magFilterMode;
}
void OpenGLContext::setNativeSharedContext (void* nativeContextToShareWith) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
contextToShareWith = nativeContextToShareWith;
}
void OpenGLContext::setMultisamplingEnabled (bool b) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
useMultisampling = b;
}
void OpenGLContext::setOpenGLVersionRequired (OpenGLVersion v) noexcept
{
versionRequired = v;
}
void OpenGLContext::attachTo (Component& component)
{
component.repaint();
if (getTargetComponent() != &component)
{
detach();
attachment.reset (new Attachment (*this, component));
}
}
void OpenGLContext::detach()
{
if (auto* a = attachment.get())
{
a->detach(); // must detach before nulling our pointer
attachment.reset();
}
nativeContext = nullptr;
}
bool OpenGLContext::isAttached() const noexcept
{
return nativeContext != nullptr;
}
Component* OpenGLContext::getTargetComponent() const noexcept
{
return attachment != nullptr ? attachment->getComponent() : nullptr;
}
OpenGLContext* OpenGLContext::getContextAttachedTo (Component& c) noexcept
{
if (auto* ci = CachedImage::get (c))
return &(ci->context);
return nullptr;
}
static ThreadLocalValue<OpenGLContext*> currentThreadActiveContext;
OpenGLContext* OpenGLContext::getCurrentContext()
{
return currentThreadActiveContext.get();
}
bool OpenGLContext::makeActive() const noexcept
{
auto& current = currentThreadActiveContext.get();
if (nativeContext != nullptr && nativeContext->makeActive())
{
current = const_cast<OpenGLContext*> (this);
return true;
}
current = nullptr;
return false;
}
bool OpenGLContext::isActive() const noexcept
{
return nativeContext != nullptr && nativeContext->isActive();
}
void OpenGLContext::deactivateCurrentContext()
{
NativeContext::deactivateCurrentContext();
currentThreadActiveContext.get() = nullptr;
}
void OpenGLContext::triggerRepaint()
{
if (auto* cachedImage = getCachedImage())
cachedImage->triggerRepaint();
}
void OpenGLContext::swapBuffers()
{
if (nativeContext != nullptr)
nativeContext->swapBuffers();
}
unsigned int OpenGLContext::getFrameBufferID() const noexcept
{
return nativeContext != nullptr ? nativeContext->getFrameBufferID() : 0;
}
bool OpenGLContext::setSwapInterval (int numFramesPerSwap)
{
return nativeContext != nullptr && nativeContext->setSwapInterval (numFramesPerSwap);
}
int OpenGLContext::getSwapInterval() const
{
return nativeContext != nullptr ? nativeContext->getSwapInterval() : 0;
}
void* OpenGLContext::getRawContext() const noexcept
{
return nativeContext != nullptr ? nativeContext->getRawContext() : nullptr;
}
OpenGLContext::CachedImage* OpenGLContext::getCachedImage() const noexcept
{
if (auto* comp = getTargetComponent())
return CachedImage::get (*comp);
return nullptr;
}
bool OpenGLContext::areShadersAvailable() const
{
auto* c = getCachedImage();
return c != nullptr && c->shadersAvailable;
}
ReferenceCountedObject* OpenGLContext::getAssociatedObject (const char* name) const
{
jassert (name != nullptr);
auto* c = getCachedImage();
// This method must only be called from an openGL rendering callback.
jassert (c != nullptr && nativeContext != nullptr);
jassert (getCurrentContext() != nullptr);
auto index = c->associatedObjectNames.indexOf (name);
return index >= 0 ? c->associatedObjects.getUnchecked (index).get() : nullptr;
}
void OpenGLContext::setAssociatedObject (const char* name, ReferenceCountedObject* newObject)
{
jassert (name != nullptr);
if (auto* c = getCachedImage())
{
// This method must only be called from an openGL rendering callback.
jassert (nativeContext != nullptr);
jassert (getCurrentContext() != nullptr);
const int index = c->associatedObjectNames.indexOf (name);
if (index >= 0)
{
if (newObject != nullptr)
{
c->associatedObjects.set (index, newObject);
}
else
{
c->associatedObjectNames.remove (index);
c->associatedObjects.remove (index);
}
}
else if (newObject != nullptr)
{
c->associatedObjectNames.add (name);
c->associatedObjects.add (newObject);
}
}
}
void OpenGLContext::setImageCacheSize (size_t newSize) noexcept { imageCacheMaxSize = newSize; }
size_t OpenGLContext::getImageCacheSize() const noexcept { return imageCacheMaxSize; }
void OpenGLContext::execute (OpenGLContext::AsyncWorker::Ptr workerToUse, bool shouldBlock)
{
if (auto* c = getCachedImage())
c->execute (std::move (workerToUse), shouldBlock);
else
jassertfalse; // You must have attached the context to a component
}
//==============================================================================
struct DepthTestDisabler
{
DepthTestDisabler() noexcept
{
glGetBooleanv (GL_DEPTH_TEST, &wasEnabled);
if (wasEnabled)
glDisable (GL_DEPTH_TEST);
}
~DepthTestDisabler() noexcept
{
if (wasEnabled)
glEnable (GL_DEPTH_TEST);
}
GLboolean wasEnabled;
};
//==============================================================================
void OpenGLContext::copyTexture (const Rectangle<int>& targetClipArea,
const Rectangle<int>& anchorPosAndTextureSize,
const int contextWidth, const int contextHeight,
bool flippedVertically)
{
if (contextWidth <= 0 || contextHeight <= 0)
return;
JUCE_CHECK_OPENGL_ERROR
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
DepthTestDisabler depthDisabler;
if (areShadersAvailable())
{
struct OverlayShaderProgram : public ReferenceCountedObject
{
OverlayShaderProgram (OpenGLContext& context)
: program (context), builder (program), params (program)
{}
static const OverlayShaderProgram& select (OpenGLContext& context)
{
static const char programValueID[] = "juceGLComponentOverlayShader";
OverlayShaderProgram* program = static_cast<OverlayShaderProgram*> (context.getAssociatedObject (programValueID));
if (program == nullptr)
{
program = new OverlayShaderProgram (context);
context.setAssociatedObject (programValueID, program);
}
program->program.use();
return *program;
}
struct ProgramBuilder
{
ProgramBuilder (OpenGLShaderProgram& prog)
{
prog.addVertexShader (OpenGLHelpers::translateVertexShaderToV3 (
"attribute " JUCE_HIGHP " vec2 position;"
"uniform " JUCE_HIGHP " vec2 screenSize;"
"uniform " JUCE_HIGHP " float textureBounds[4];"
"uniform " JUCE_HIGHP " vec2 vOffsetAndScale;"
"varying " JUCE_HIGHP " vec2 texturePos;"
"void main()"
"{"
JUCE_HIGHP " vec2 scaled = position / (0.5 * screenSize.xy);"
"gl_Position = vec4 (scaled.x - 1.0, 1.0 - scaled.y, 0, 1.0);"
"texturePos = (position - vec2 (textureBounds[0], textureBounds[1])) / vec2 (textureBounds[2], textureBounds[3]);"
"texturePos = vec2 (texturePos.x, vOffsetAndScale.x + vOffsetAndScale.y * texturePos.y);"
"}"));
prog.addFragmentShader (OpenGLHelpers::translateFragmentShaderToV3 (
"uniform sampler2D imageTexture;"
"varying " JUCE_HIGHP " vec2 texturePos;"
"void main()"
"{"
"gl_FragColor = texture2D (imageTexture, texturePos);"
"}"));
prog.link();
}
};
struct Params
{
Params (OpenGLShaderProgram& prog)
: positionAttribute (prog, "position"),
screenSize (prog, "screenSize"),
imageTexture (prog, "imageTexture"),
textureBounds (prog, "textureBounds"),
vOffsetAndScale (prog, "vOffsetAndScale")
{}
void set (const float targetWidth, const float targetHeight, const Rectangle<float>& bounds, bool flipVertically) const
{
const GLfloat m[] = { bounds.getX(), bounds.getY(), bounds.getWidth(), bounds.getHeight() };
textureBounds.set (m, 4);
imageTexture.set (0);
screenSize.set (targetWidth, targetHeight);
vOffsetAndScale.set (flipVertically ? 0.0f : 1.0f,
flipVertically ? 1.0f : -1.0f);
}
OpenGLShaderProgram::Attribute positionAttribute;
OpenGLShaderProgram::Uniform screenSize, imageTexture, textureBounds, vOffsetAndScale;
};
OpenGLShaderProgram program;
ProgramBuilder builder;
Params params;
};
auto left = (GLshort) targetClipArea.getX();
auto top = (GLshort) targetClipArea.getY();
auto right = (GLshort) targetClipArea.getRight();
auto bottom = (GLshort) targetClipArea.getBottom();
const GLshort vertices[] = { left, bottom, right, bottom, left, top, right, top };
auto& program = OverlayShaderProgram::select (*this);
program.params.set ((float) contextWidth, (float) contextHeight, anchorPosAndTextureSize.toFloat(), flippedVertically);
GLuint vertexBuffer = 0;
extensions.glGenBuffers (1, &vertexBuffer);
extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
extensions.glBufferData (GL_ARRAY_BUFFER, sizeof (vertices), vertices, GL_STATIC_DRAW);
auto index = (GLuint) program.params.positionAttribute.attributeID;
extensions.glVertexAttribPointer (index, 2, GL_SHORT, GL_FALSE, 4, nullptr);
extensions.glEnableVertexAttribArray (index);
JUCE_CHECK_OPENGL_ERROR
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
extensions.glBindBuffer (GL_ARRAY_BUFFER, 0);
extensions.glUseProgram (0);
extensions.glDisableVertexAttribArray (index);
extensions.glDeleteBuffers (1, &vertexBuffer);
}
else
{
jassert (attachment == nullptr); // Running on an old graphics card!
}
JUCE_CHECK_OPENGL_ERROR
}
#if JUCE_ANDROID
EGLDisplay OpenGLContext::NativeContext::display = EGL_NO_DISPLAY;
EGLDisplay OpenGLContext::NativeContext::config;
void OpenGLContext::NativeContext::surfaceCreated (LocalRef<jobject> holder)
{
ignoreUnused (holder);
if (auto* cachedImage = CachedImage::get (component))
{
if (auto* pool = cachedImage->renderThread.get())
{
if (! pool->contains (cachedImage))
{
cachedImage->resume();
cachedImage->context.triggerRepaint();
}
}
}
}
void OpenGLContext::NativeContext::surfaceDestroyed (LocalRef<jobject> holder)
{
ignoreUnused (holder);
// unlike the name suggests this will be called just before the
// surface is destroyed. We need to pause the render thread.
if (auto* cachedImage = CachedImage::get (component))
{
cachedImage->pause();
if (auto* threadPool = cachedImage->renderThread.get())
threadPool->waitForJobToFinish (cachedImage, -1);
}
}
#endif
} // namespace juce