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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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<h2>/Classes/OpenGL/FBO/OpenGLFBOKit.m</h2>
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<pre class="sourcecodebox">//---------------------------------------------------------------------------
//
// File: OpenGLFBOKit.m
//
// Abstract: Utility class for managing FBOs
//
// Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple
// Computer, Inc. ("Apple") in consideration of your agreement to the
// following terms, and your use, installation, modification or
// redistribution of this Apple software constitutes acceptance of these
// terms. If you do not agree with these terms, please do not use,
// install, modify or redistribute this Apple software.
//
// In consideration of your agreement to abide by the following terms, and
// subject to these terms, Apple grants you a personal, non-exclusive
// license, under Apple's copyrights in this original Apple software (the
// "Apple Software"), to use, reproduce, modify and redistribute the Apple
// Software, with or without modifications, in source and/or binary forms;
// provided that if you redistribute the Apple Software in its entirety and
// without modifications, you must retain this notice and the following
// text and disclaimers in all such redistributions of the Apple Software.
// Neither the name, trademarks, service marks or logos of Apple Computer,
// Inc. may be used to endorse or promote products derived from the Apple
// Software without specific prior written permission from Apple. Except
// as expressly stated in this notice, no other rights or licenses, express
// or implied, are granted by Apple herein, including but not limited to
// any patent rights that may be infringed by your derivative works or by
// other works in which the Apple Software may be incorporated.
//
// The Apple Software is provided by Apple on an "AS IS" basis. APPLE
// MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION
// THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND
// OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
//
// IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL
// OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION,
// MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED
// AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE),
// STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008 Apple Inc., All rights reserved.
//
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
#import "AlertPanelKit.h"
#import "OpenGLFBOStatusKit.h"
#import "OpenGLFBOKit.h"
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
struct OpenGLImageBuffer
{
GLubyte *data; // Pointer to the top left pixel of the buffer.
GLuint height; // The height (in pixels) of the buffer
GLuint width; // The width (in pixels) of the buffer
GLuint rowBytes; // The number of bytes in a pixel row
};
typedef struct OpenGLImageBuffer OpenGLImageBuffer;
//---------------------------------------------------------------------------
struct OpenGLTextureAttributes
{
GLuint name; // texture id
GLuint samplesPerPixel; // number of bytes per pixel
GLuint size; // width * height * samples per pixel
GLint level; // level-of-detail number
GLint border; // width of the border, either 0 or 1
GLint xoffset; // x offset for texture copy
GLint yoffset; // y offset for texture copy
GLenum target; // e.g., texture 2D or texture rectangle
GLenum hint; // type of texture storage
GLenum format; // format
GLenum internalFormat; // internal format
GLenum type; // OpenGL specific type
OpenGLImageBuffer buffer; // An image buffer
};
typedef struct OpenGLTextureAttributes OpenGLTextureAttributes;
//---------------------------------------------------------------------------
struct OpenGLFramebufferAttributes
{
GLuint name; // Framebuffer object id
GLenum target; // Framebuffer target
GLenum attachment; // Color attachment "n" extension
BOOL isValid; // Framebuffer status
};
typedef struct OpenGLFramebufferAttributes OpenGLFramebufferAttributes;
//---------------------------------------------------------------------------
struct OpenGLRenderbufferAttributes
{
GLuint name; // Depth renderbuffer id
GLenum internalFormat; // Renderbuffer internal format
GLenum target; // Target type for renderbuffer
GLenum attachment; // Type of frameBufferAttachment for renderbuffer
};
typedef struct OpenGLRenderbufferAttributes OpenGLRenderbufferAttributes;
//---------------------------------------------------------------------------
struct OpenGLViewportAttributes
{
GLint x; // lower left x coordinate
GLint y; // lower left y coordinate
GLsizei width; // viewport height
GLsizei height; // viewport width
};
typedef struct OpenGLViewportAttributes OpenGLViewportAttributes;
//---------------------------------------------------------------------------
struct OpenGLOrthoProjAttributes
{
GLdouble left; // left vertical clipping plane
GLdouble right; // right vertical clipping plane
GLdouble bottom; // bottom horizontal clipping plane
GLdouble top; // top horizontal clipping plane
GLdouble zNear; // nearer depth clipping plane
GLdouble zFar; // farther depth clipping plane
};
typedef struct OpenGLOrthoProjAttributes OpenGLOrthoProjAttributes;
//---------------------------------------------------------------------------
struct OpenGLQuadAttributes
{
GLuint name; // display list id
GLfloat width; // quad width
GLfloat height; // quad height
};
typedef struct OpenGLQuadAttributes OpenGLQuadAttributes;
//---------------------------------------------------------------------------
struct OpenGLFBOAttributes
{
OpenGLOrthoProjAttributes orthographic; // Attributes for orthographic projection
OpenGLViewportAttributes viewport; // FBO viewport dimensions
OpenGLTextureAttributes texture; // Texture bound to the framebuffer
OpenGLQuadAttributes quad; // Quad attributes for FBO drawing
OpenGLFramebufferAttributes framebuffer; // Framebuffer object attributes
OpenGLRenderbufferAttributes renderbuffer; // Depth render buffer
};
typedef struct OpenGLFBOAttributes OpenGLFBOAttributes;
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
#pragma mark -- OpenGL Texture Initializations --
//---------------------------------------------------------------------------
//
// The texture range hints parameters can be either of:
//
// theAttributes->texture.hint = GL_STORAGE_SHARED_APPLE; VRAM
// theAttributes->texture.hint = GL_STORAGE_CACHED_APPLE; AGP
//
// Some other initialization values may come from:
//
// theAttributes->texture.target = GL_TEXTURE_RECTANGLE_EXT;
// theAttributes->texture.format = GL_BGRA_EXT;
// theAttributes->texture.internalFormat = GL_RGBA;
//
// For samples-per-pixel with OpenGL type GL_UNSIGNED_INT_8_8_8_8 or
// GL_UNSIGNED_INT_8_8_8_8_REV:
//
// theAttributes->texture.samplesPerPixel = 4;
//
//---------------------------------------------------------------------------
static void InitOpenGLTextureAttributes( const NSSize *theTextureSize, OpenGLFBOAttributesRef theAttributes )
{
theAttributes->texture.name = 0;
theAttributes->texture.hint = GL_STORAGE_PRIVATE_APPLE;
theAttributes->texture.level = 0;
theAttributes->texture.border = 0;
theAttributes->texture.xoffset = 0;
theAttributes->texture.yoffset = 0;
theAttributes->texture.target = GL_TEXTURE_RECTANGLE_ARB;
theAttributes->texture.format = GL_BGRA;
theAttributes->texture.type = GL_UNSIGNED_INT_8_8_8_8_REV;
theAttributes->texture.internalFormat = GL_RGBA8;
theAttributes->texture.samplesPerPixel = 4;
theAttributes->texture.buffer.width = (GLuint)theTextureSize->width;
theAttributes->texture.buffer.height = (GLuint)theTextureSize->height;
theAttributes->texture.buffer.rowBytes = theAttributes->texture.buffer.width * theAttributes->texture.samplesPerPixel;
theAttributes->texture.size = theAttributes->texture.buffer.height * theAttributes->texture.buffer.rowBytes;
theAttributes->texture.buffer.data = NULL;
} // InitOpenGLTextureAttributes
//---------------------------------------------------------------------------
static void InitOpenGLQuadAttributes( OpenGLFBOAttributesRef theAttributes )
{
theAttributes->quad.name = 0;
theAttributes->quad.width = theAttributes->texture.buffer.width;
theAttributes->quad.height = theAttributes->texture.buffer.height;
} // InitOpenGLQuadAttributes
//---------------------------------------------------------------------------
static void InitOpenGLFramebufferAttributes( OpenGLFBOAttributesRef theAttributes )
{
theAttributes->framebuffer.name = 0;
theAttributes->framebuffer.target = GL_FRAMEBUFFER_EXT;
theAttributes->framebuffer.attachment = GL_COLOR_ATTACHMENT0_EXT;
theAttributes->framebuffer.isValid = NO;
} // InitOpenGLFramebufferAttributes
//---------------------------------------------------------------------------
static void InitOpenGLRenderbufferAttributes( OpenGLFBOAttributesRef theAttributes )
{
theAttributes->renderbuffer.name = 0;
theAttributes->renderbuffer.target = GL_RENDERBUFFER_EXT;
theAttributes->renderbuffer.internalFormat = GL_DEPTH_COMPONENT24;
theAttributes->renderbuffer.attachment = GL_DEPTH_ATTACHMENT_EXT;
} // InitOpenGLRenderbufferAttributes
//---------------------------------------------------------------------------
static void InitOpenGLViewportAttributes( OpenGLFBOAttributesRef theAttributes )
{
theAttributes->viewport.x = 0;
theAttributes->viewport.y = 0;
theAttributes->viewport.width = theAttributes->texture.buffer.width;
theAttributes->viewport.height = theAttributes->texture.buffer.height;
} // InitOpenGLViewportAttributes
//---------------------------------------------------------------------------
static void InitOpenGLOrthoProjAttributes( OpenGLFBOAttributesRef theAttributes )
{
theAttributes->orthographic.left = 0;
theAttributes->orthographic.right = theAttributes->texture.buffer.width;
theAttributes->orthographic.bottom = 0;
theAttributes->orthographic.top = theAttributes->texture.buffer.height;
theAttributes->orthographic.zNear = -10.0;
theAttributes->orthographic.zFar = 10.0;
} // InitOpenGLOrthoProjAttributes
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
#pragma mark -- Check FBO Status --
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
#pragma mark
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
@implementation OpenGLFBOKit
//---------------------------------------------------------------------------
#pragma mark -- Initialize an OpenGL FBO --
//---------------------------------------------------------------------------
- (void) initFBOAttributes:(const NSSize *)theTextureSize
{
InitOpenGLTextureAttributes( theTextureSize, attributes );
InitOpenGLQuadAttributes( attributes );
InitOpenGLViewportAttributes( attributes );
InitOpenGLOrthoProjAttributes( attributes );
InitOpenGLRenderbufferAttributes( attributes );
InitOpenGLFramebufferAttributes( attributes );
} // initFBOAttributes
//---------------------------------------------------------------------------
- (void) newQuad
{
attributes->quad.name = glGenLists( 1 );
glNewList( attributes->quad.name, GL_COMPILE );
glBegin(GL_QUADS);
glTexCoord2f( 0.0f, 0.0f );
glVertex2f( 0.0f, 0.0f );
glTexCoord2f( 0.0f, attributes->texture.buffer.height );
glVertex2f( 0.0f, attributes->quad.height );
glTexCoord2f( attributes->texture.buffer.width, attributes->texture.buffer.height );
glVertex2f( attributes->quad.width, attributes->quad.height );
glTexCoord2f( attributes->texture.buffer.width, 0.0f );
glVertex2f( attributes->quad.width, 0.0f );
glEnd();
glEndList();
} // newQuad
//---------------------------------------------------------------------------
//
// Initialize the fbo bound texture
//
//---------------------------------------------------------------------------
- (void) newTexture
{
glDisable(GL_TEXTURE_2D);
glEnable(attributes->texture.target);
glTextureRangeAPPLE(attributes->texture.target, 0, NULL);
glTextureRangeAPPLE(GL_TEXTURE_2D, 0, NULL);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
glGenTextures(1, &attributes->texture.name);
glBindTexture(attributes->texture.target, attributes->texture.name);
glTexParameteri(attributes->texture.target, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_PRIVATE_APPLE);
glTexParameteri(attributes->texture.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(attributes->texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(attributes->texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(attributes->texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( attributes->texture.target,
attributes->texture.level,
attributes->texture.internalFormat,
attributes->texture.buffer.width,
attributes->texture.buffer.height,
attributes->texture.border,
attributes->texture.format,
attributes->texture.type,
attributes->texture.buffer.data );
} // newTexture
//---------------------------------------------------------------------------
//
// Initialize depth render buffer
//
//---------------------------------------------------------------------------
- (void) newDepthRenderbuffer
{
glGenRenderbuffersEXT(1, &attributes->renderbuffer.name);
glBindRenderbufferEXT(attributes->renderbuffer.target, attributes->renderbuffer.name);
glRenderbufferStorageEXT( attributes->renderbuffer.target,
attributes->renderbuffer.internalFormat,
attributes->texture.buffer.width,
attributes->texture.buffer.height );
} // newDepthRenderbuffer
//---------------------------------------------------------------------------
//
// Bind to FBO before checking status
//
//---------------------------------------------------------------------------
- (void) bindToFBO
{
glGenFramebuffersEXT(1, &attributes->framebuffer.name);
glBindFramebufferEXT(attributes->framebuffer.target, attributes->framebuffer.name);
glFramebufferTexture2DEXT( attributes->framebuffer.target,
attributes->framebuffer.attachment,
attributes->texture.target,
attributes->texture.name,
attributes->texture.level );
glFramebufferRenderbufferEXT( attributes->framebuffer.target,
attributes->renderbuffer.attachment,
attributes->renderbuffer.target,
attributes->renderbuffer.name );
attributes->framebuffer.isValid = [[OpenGLFBOStatusKit withFBOTarget:attributes->framebuffer.target
exit:YES] framebufferComplete];
glBindRenderbufferEXT(attributes->renderbuffer.target, 0);
glBindFramebufferEXT(attributes->framebuffer.target, 0);
} // bindToFBO
//---------------------------------------------------------------------------
- (void) newFBO:(const NSSize *)theTextureSize
{
[self initFBOAttributes:theTextureSize];
[self newTexture];
[self newQuad];
[self newDepthRenderbuffer];
[self bindToFBO];
} // newFBO
//---------------------------------------------------------------------------
//
// Initialize on startup
//
//---------------------------------------------------------------------------
- (id) initFBOWithSize:(NSSize)theTextureSize
{
self = [super initMemoryWithType:kMemAlloc size:sizeof(OpenGLFBOAttributes)];
if ( self )
{
attributes = (OpenGLFBOAttributesRef)[self pointer];
if ( [self isPointerValid] )
{
[self newFBO:&theTextureSize];
} // if
else
{
[[AlertPanelKit withTitle:@"OpenGL FBO Kit"
message:@"Failure Allocating Memory For FBO Attributes"
exit:YES] displayAlertPanel];
} // else
} // if
return self;
} // initFBOWithSize
//---------------------------------------------------------------------------
#pragma mark -- Cleanup all the Resources --
//---------------------------------------------------------------------------
- (void) deleteOpenGLFBO
{
if ( attributes->renderbuffer.name )
{
glDeleteRenderbuffersEXT( 1, &attributes->renderbuffer.name );
} // if
if ( attributes->framebuffer.name )
{
glDeleteFramebuffersEXT( 1, &attributes->framebuffer.name );
} // if
if ( attributes->quad.name )
{
glDeleteLists( attributes->quad.name, 1 );
} // if
if ( attributes->texture.name )
{
glDeleteTextures( 1, &attributes->texture.name );
} // if
} // deleteOpenGLFBO
//---------------------------------------------------------------------------
- (void) dealloc
{
[self deleteOpenGLFBO];
[super dealloc];
} // dealloc
//---------------------------------------------------------------------------
#pragma mark -- Draw into FBO --
//---------------------------------------------------------------------------
//
// Reset the current viewport
//
//---------------------------------------------------------------------------
- (void) reset
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glViewport( attributes->viewport.x,
attributes->viewport.y,
attributes->viewport.width,
attributes->viewport.height );
// select the projection matrix
glMatrixMode(GL_PROJECTION);
// reset it
glLoadIdentity();
// Orthographic projection
glOrtho( attributes->orthographic.left,
attributes->orthographic.right,
attributes->orthographic.bottom,
attributes->orthographic.top,
attributes->orthographic.zNear,
attributes->orthographic.zFar );
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
} // reset
//---------------------------------------------------------------------------
- (void) draw:(CVOpenGLTextureRef)theCVOpenGLTexture
{
// get the texture target
GLenum target = CVOpenGLTextureGetTarget( theCVOpenGLTexture );
// get the texture target name
GLint name = CVOpenGLTextureGetName( theCVOpenGLTexture );
// bind to the CoreVideo texture
glBindTexture( target, name );
// draw the quad
glCallList( attributes->quad.name );
} // draw
//---------------------------------------------------------------------------
//
// Render frame provided by Core Video to the Framebuffer Object (FBO)
//
//---------------------------------------------------------------------------
- (void) update:(CVOpenGLTextureRef)theCVOpenGLTexture
{
// bind buffers and make attachments
glBindFramebufferEXT( attributes->framebuffer.target, attributes->framebuffer.name );
glBindRenderbufferEXT( attributes->renderbuffer.target, attributes->renderbuffer.name );
// we have a video frame so draw to fbo
// reset the current viewport
[self reset];
// draw to FBO
[self draw:theCVOpenGLTexture];
// unbind buffers
glBindRenderbufferEXT( attributes->renderbuffer.target, 0 );
glBindFramebufferEXT( attributes->framebuffer.target, 0 );
} // update
//---------------------------------------------------------------------------
- (void) bind
{
glBindTexture( attributes->texture.target, attributes->texture.name );
} // bind
//---------------------------------------------------------------------------
@end
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
</pre>
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