save and restore layers image when context is lost in Android

This commit is contained in:
2017-04-29 21:30:40 +01:00
parent 2e47ccb0c6
commit fa49d9ee09
17 changed files with 210 additions and 69 deletions

View File

@@ -362,15 +362,112 @@ bool ui::Canvas::create(int width, int height)
m_plane.create<1>(1, 1);
m_plane_brush.create<1>(1, 1);
m_mesh.create();
for (auto& l : m_layers)
{
l.create(width, height, "");
}
return true;
}
void ui::Canvas::snapshot_save()
void ui::Canvas::snapshot_save(std::string data_path)
{
LOG("SAVE SNAPSHOT");
m_layers_snapshot.clear();
m_layers_snapshot.resize(m_layers.size());
for (int i = 0; i < m_layers.size(); i++)
m_layers_snapshot[i] = m_layers[i].snapshot(data_path);
}
void ui::Canvas::snapshot_restore()
{
LOG("RESTORE SNAPSHOT");
for (int i = 0; i < m_layers.size(); i++)
m_layers[i].restore(m_layers_snapshot[i]);
m_layers_snapshot.clear();
LOG("RESTORE SNAPSHOT complete");
}
};
void ui::Canvas::clear_context()
{
LOG("Canvas CLEAR CONTEXT");
for (auto& layer : m_layers)
layer.destroy();
for (int i = 0; i < 6; i++)
{
m_tmp[i].destroy();
m_tex[i].destroy();
m_tex2[i].destroy();
}
};
///////////////////////////////////////////////////////////////////////////////////////////
void ui::Layer::destroy()
{
for (int i = 0; i < 6; i++)
m_rtt[i].destroy();
}
void ui::Layer::restore(const Snapshot& snap)
{
for (int i = 0; i < 6; i++)
{
if (!snap.image[i])
continue;
m_rtt[i].create(512, 512); // TODO: this should not be recreated here! Sorry I messed up with this, just quick fix DON'T SHIP!!
m_rtt[i].bindTexture();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_rtt[i].getWidth(), m_rtt[i].getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, snap.image[i].get());
m_rtt[i].unbindTexture();
LOG("restore face %d - %d bytes (%dx%d)", i, m_rtt[i].bytes(), m_rtt[i].getWidth(), m_rtt[i].getHeight());
}
}
ui::Layer::Snapshot ui::Layer::snapshot(std::string data_path)
{
Snapshot snap;
static int counter = 0;
LOG("errno = %d", errno);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
for (int i = 0; i < 6; i++)
{
snap.image[i] = std::make_unique<uint8_t[]>(m_rtt[i].bytes());
m_rtt[i].readTextureData(snap.image[i].get());
LOG("snapshot face %d - %d bytes (%dx%d)", i, m_rtt[i].bytes(), m_rtt[i].getWidth(), m_rtt[i].getHeight());
static char name[128];
sprintf(name, "%s/Layer%d-%d.png", data_path.c_str(), counter, i);
//int ret = stbi_write_png(name, m_rtt[i].getWidth(), m_rtt[i].getHeight(), 4, snap.image[i].get(), m_rtt[i].stride());
}
counter++;
return std::move(snap);
}
void ui::Layer::clear(const glm::vec4& c)
{
// push clear color state
GLfloat cc[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
glClearColor(c.r, c.g, c.b, c.a);
for (int i = 0; i < 6; i++)
{
m_rtt[i].bindFramebuffer();
glClear(GL_COLOR_BUFFER_BIT);
m_rtt[i].unbindFramebuffer();
}
// restore clear color state
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}
bool ui::Layer::create(int width, int height, std::string name)
{
for (int i = 0; i < 6; i++)
{
m_rtt[i].create(width, height);
m_rtt[i].bindFramebuffer();
m_rtt[i].clear();
m_rtt[i].unbindFramebuffer();
}
return true;
}