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diff DPF-Prymula-audioplugins/dpf/dgl/src/nanovg/nanovg_gl_utils.h @ 3:84e66ea83026
DPF-Prymula-audioplugins-0.231015-2
author | prymula <prymula76@outlook.com> |
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date | Mon, 16 Oct 2023 21:53:34 +0200 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/DPF-Prymula-audioplugins/dpf/dgl/src/nanovg/nanovg_gl_utils.h Mon Oct 16 21:53:34 2023 +0200 @@ -0,0 +1,154 @@ +// +// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would be +// appreciated but is not required. +// 2. Altered source versions must be plainly marked as such, and must not be +// misrepresented as being the original software. +// 3. This notice may not be removed or altered from any source distribution. +// +#ifndef NANOVG_GL_UTILS_H +#define NANOVG_GL_UTILS_H + +struct NVGLUframebuffer { + NVGcontext* ctx; + GLuint fbo; + GLuint rbo; + GLuint texture; + int image; +}; +typedef struct NVGLUframebuffer NVGLUframebuffer; + +// Helper function to create GL frame buffer to render to. +void nvgluBindFramebuffer(NVGLUframebuffer* fb); +NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags); +void nvgluDeleteFramebuffer(NVGLUframebuffer* fb); + +#endif // NANOVG_GL_UTILS_H + +#ifdef NANOVG_GL_IMPLEMENTATION + +#if defined(NANOVG_GL3) || defined(NANOVG_GLES2) || defined(NANOVG_GLES3) +// FBO is core in OpenGL 3>. +# define NANOVG_FBO_VALID 1 +#elif defined(NANOVG_GL2) +// On OS X including glext defines FBO on GL2 too. +# ifdef __APPLE__ +# include <OpenGL/glext.h> +# define NANOVG_FBO_VALID 1 +# endif +#endif + +static GLint defaultFBO = -1; + +NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags) +{ +#ifdef NANOVG_FBO_VALID + GLint defaultFBO; + GLint defaultRBO; + NVGLUframebuffer* fb = NULL; + + glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO); + glGetIntegerv(GL_RENDERBUFFER_BINDING, &defaultRBO); + + fb = (NVGLUframebuffer*)malloc(sizeof(NVGLUframebuffer)); + if (fb == NULL) goto error; + memset(fb, 0, sizeof(NVGLUframebuffer)); + + fb->image = nvgCreateImageRGBA(ctx, w, h, imageFlags | NVG_IMAGE_FLIPY | NVG_IMAGE_PREMULTIPLIED, NULL); + +#if defined NANOVG_GL2 + fb->texture = nvglImageHandleGL2(ctx, fb->image); +#elif defined NANOVG_GL3 + fb->texture = nvglImageHandleGL3(ctx, fb->image); +#elif defined NANOVG_GLES2 + fb->texture = nvglImageHandleGLES2(ctx, fb->image); +#elif defined NANOVG_GLES3 + fb->texture = nvglImageHandleGLES3(ctx, fb->image); +#endif + + fb->ctx = ctx; + + // frame buffer object + glGenFramebuffers(1, &fb->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo); + + // render buffer object + glGenRenderbuffers(1, &fb->rbo); + glBindRenderbuffer(GL_RENDERBUFFER, fb->rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, w, h); + + // combine all + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { +#ifdef GL_DEPTH24_STENCIL8 + // If GL_STENCIL_INDEX8 is not supported, try GL_DEPTH24_STENCIL8 as a fallback. + // Some graphics cards require a depth buffer along with a stencil. + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) +#endif // GL_DEPTH24_STENCIL8 + goto error; + } + + glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO); + glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO); + return fb; +error: + glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO); + glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO); + nvgluDeleteFramebuffer(fb); + return NULL; +#else + NVG_NOTUSED(ctx); + NVG_NOTUSED(w); + NVG_NOTUSED(h); + NVG_NOTUSED(imageFlags); + return NULL; +#endif +} + +void nvgluBindFramebuffer(NVGLUframebuffer* fb) +{ +#ifdef NANOVG_FBO_VALID + if (defaultFBO == -1) glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO); + glBindFramebuffer(GL_FRAMEBUFFER, fb != NULL ? fb->fbo : defaultFBO); +#else + NVG_NOTUSED(fb); +#endif +} + +void nvgluDeleteFramebuffer(NVGLUframebuffer* fb) +{ +#ifdef NANOVG_FBO_VALID + if (fb == NULL) return; + if (fb->fbo != 0) + glDeleteFramebuffers(1, &fb->fbo); + if (fb->rbo != 0) + glDeleteRenderbuffers(1, &fb->rbo); + if (fb->image >= 0) + nvgDeleteImage(fb->ctx, fb->image); + fb->ctx = NULL; + fb->fbo = 0; + fb->rbo = 0; + fb->texture = 0; + fb->image = -1; + free(fb); +#else + NVG_NOTUSED(fb); +#endif +} + +#endif // NANOVG_GL_IMPLEMENTATION