annotate OrthancStone/Sources/Scene2D/Internals/OpenGLInfoPanelRenderer.cpp @ 1871:7053b8a0aaec

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author Sebastien Jodogne <s.jodogne@gmail.com>
date Tue, 11 Jan 2022 11:18:48 +0100
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children 07964689cb0b
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1 /**
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2 * Stone of Orthanc
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3 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
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4 * Department, University Hospital of Liege, Belgium
1871
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5 * Copyright (C) 2017-2022 Osimis S.A., Belgium
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6 * Copyright (C) 2021-2022 Sebastien Jodogne, ICTEAM UCLouvain, Belgium
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7 *
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8 * This program is free software: you can redistribute it and/or
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9 * modify it under the terms of the GNU Lesser General Public License
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10 * as published by the Free Software Foundation, either version 3 of
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11 * the License, or (at your option) any later version.
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12 *
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13 * This program is distributed in the hope that it will be useful, but
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14 * WITHOUT ANY WARRANTY; without even the implied warranty of
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15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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16 * Lesser General Public License for more details.
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17 *
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18 * You should have received a copy of the GNU Lesser General Public
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19 * License along with this program. If not, see
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20 * <http://www.gnu.org/licenses/>.
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21 **/
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22
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23
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24 #include "OpenGLInfoPanelRenderer.h"
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25
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26 namespace OrthancStone
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27 {
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28 namespace Internals
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29 {
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30 void OpenGLInfoPanelRenderer::LoadTexture(const InfoPanelSceneLayer& layer)
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31 {
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32 if (!context_.IsContextLost())
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33 {
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34 context_.MakeCurrent();
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35 texture_.reset(new OpenGL::OpenGLTexture(context_));
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36 texture_->Load(layer.GetTexture(), layer.IsLinearInterpolation());
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37 applySceneRotation_ = layer.ShouldApplySceneRotation();
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38 anchor_ = layer.GetAnchor();
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39 }
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40 }
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41
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42 OpenGLInfoPanelRenderer::OpenGLInfoPanelRenderer(OpenGL::IOpenGLContext& context,
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43 OpenGLColorTextureProgram& program,
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44 const InfoPanelSceneLayer& layer) :
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45 context_(context),
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46 program_(program),
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47 anchor_(BitmapAnchor_TopLeft),
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48 applySceneRotation_(false)
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49 {
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50 LoadTexture(layer);
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51 }
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52
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53 void OpenGLInfoPanelRenderer::Render(const AffineTransform2D& transform,
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54 unsigned int canvasWidth,
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55 unsigned int canvasHeight)
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56 {
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57 if (!context_.IsContextLost() && texture_.get() != NULL)
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58 {
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59 int dx = 0, dy = 0;
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60 InfoPanelSceneLayer::ComputeAnchorLocation(
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61 dx, dy, anchor_, texture_->GetWidth(), texture_->GetHeight(),
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62 canvasWidth, canvasHeight);
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63
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64 // The position of this type of layer is layer: Ignore the
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65 // "transform" coming from the scene
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66 AffineTransform2D actualTransform =
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67 AffineTransform2D::CreateOffset(dx, dy);
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68
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69 if (applySceneRotation_)
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70 {
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71 // the transformation is as follows:
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72 // - originally, the image is aligned so that its top left corner
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73 // is at 0,0
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74 // - first, we translate the image by -w/2,-h/2
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75 // - then we rotate it, so that the next rotation will make the
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76 // image rotate around its center.
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77 // - then, we translate the image by +w/2,+h/2 to put it
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78 // back in place
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79 // - the fourth and last transform is the one that brings the
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80 // image to its desired anchored location.
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81
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82 int32_t halfWidth =
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83 static_cast<int32_t>(0.5 * texture_->GetWidth());
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84
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85 int32_t halfHeight=
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86 static_cast<int32_t>(0.5 * texture_->GetHeight());
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87
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88 AffineTransform2D translation1 =
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89 AffineTransform2D::CreateOffset(-halfWidth, -halfHeight);
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90
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91 const Matrix& sceneTransformM = transform.GetHomogeneousMatrix();
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92 Matrix r;
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93 Matrix q;
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94 LinearAlgebra::RQDecomposition3x3(r, q, sceneTransformM);
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95
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96 // counterintuitively, q is the rotation and r is the upper
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97 // triangular
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98 AffineTransform2D rotation(q);
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99
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100 AffineTransform2D translation2 =
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101 AffineTransform2D::CreateOffset(halfWidth, halfHeight);
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102
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103 // please note that the last argument is the 1st applied
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104 // transformation (rationale: if arguments are a, b and c, then
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105 // the resulting matrix is a*b*c:
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106 // x2 = (a*b*c)*x1 = (a*(b*(c*x1))) (you can see that the result
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107 // of c*x1 is transformed by b, and the result of b*c*x1 is trans-
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108 // formed by a)
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109 actualTransform = AffineTransform2D::Combine(actualTransform,
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110 translation2,
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111 rotation,
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112 translation1);
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113 }
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114
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115 program_.Apply(*texture_, actualTransform, canvasWidth, canvasHeight, true);
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116 }
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117 }
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118 }
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119 }