151 lines
3.4 KiB
C++
151 lines
3.4 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "texturebuffer.h"
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#include <QOpenGLFunctions>
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#include <QOpenGLExtraFunctions>
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TextureBuffer::TextureBuffer() :
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ctx_(nullptr),
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buffer_(0),
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texture_(0)
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{}
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TextureBuffer::~TextureBuffer()
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{
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Destroy();
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}
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bool TextureBuffer::IsCreated()
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{
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return (ctx_ != nullptr);
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}
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void TextureBuffer::Create(QOpenGLContext *ctx, const olive::PixelFormat &format, int width, int height)
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{
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// free any previous textures
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Destroy();
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// set context to new context provided
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ctx_ = ctx;
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QOpenGLFunctions* f = ctx->functions();
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// create framebuffer object
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f->glGenFramebuffers(1, &buffer_);
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// create texture
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f->glGenTextures(1, &texture_);
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// bind framebuffer for attaching
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f->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer_);
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// bind texture
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f->glBindTexture(GL_TEXTURE_2D, texture_);
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// allocate storage for texture
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const PixelFormatInfo& bit_depth = PixelService::GetPixelFormatInfo(format);
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ctx->functions()->glTexImage2D(
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GL_TEXTURE_2D,
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0,
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bit_depth.internal_format,
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width,
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height,
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0,
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bit_depth.pixel_format,
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bit_depth.pixel_type,
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nullptr
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);
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// set texture filtering to bilinear
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// attach texture to framebuffer
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ctx->extraFunctions()->glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_, 0
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);
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// clear new texture
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ctx->functions()->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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ctx->functions()->glClear(GL_COLOR_BUFFER_BIT);
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// release texture
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f->glBindTexture(GL_TEXTURE_2D, 0);
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// release framebuffer
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f->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void TextureBuffer::Destroy()
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{
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if (ctx_ != nullptr) {
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ctx_->functions()->glDeleteFramebuffers(1, &buffer_);
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ctx_->functions()->glDeleteTextures(1, &texture_);
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ctx_ = nullptr;
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}
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}
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void TextureBuffer::BindBuffer() const
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{
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if (ctx_ == nullptr) {
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return;
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}
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ctx_->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer_);
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}
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void TextureBuffer::ReleaseBuffer() const
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{
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if (ctx_ == nullptr) {
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return;
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}
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ctx_->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void TextureBuffer::BindTexture() const
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{
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if (ctx_ == nullptr) {
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return;
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}
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ctx_->functions()->glBindTexture(GL_TEXTURE_2D, texture_);
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}
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void TextureBuffer::ReleaseTexture() const
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{
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if (ctx_ == nullptr) {
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return;
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}
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ctx_->functions()->glBindTexture(GL_TEXTURE_2D, 0);
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}
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const GLuint &TextureBuffer::buffer() const
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{
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return buffer_;
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}
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const GLuint &TextureBuffer::texture() const
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{
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return texture_;
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}
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