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view 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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// // 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