annotate OrthancStone/Sources/Scene2D/Internals/OpenGLInfoPanelRenderer.cpp @ 1808:797633f48a9c

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author Sebastien Jodogne <s.jodogne@gmail.com>
date Thu, 20 May 2021 17:28:16 +0200
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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
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5 * Copyright (C) 2017-2021 Osimis S.A., Belgium
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6 *
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7 * This program is free software: you can redistribute it and/or
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8 * modify it under the terms of the GNU Lesser General Public License
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9 * as published by the Free Software Foundation, either version 3 of
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10 * the License, or (at your option) any later version.
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11 *
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12 * This program is distributed in the hope that it will be useful, but
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13 * WITHOUT ANY WARRANTY; without even the implied warranty of
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14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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15 * Lesser General Public License for more details.
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16 *
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17 * You should have received a copy of the GNU Lesser General Public
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18 * License along with this program. If not, see
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19 * <http://www.gnu.org/licenses/>.
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20 **/
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21
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22
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23 #include "OpenGLInfoPanelRenderer.h"
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24
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25 namespace OrthancStone
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26 {
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27 namespace Internals
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28 {
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29 void OpenGLInfoPanelRenderer::LoadTexture(const InfoPanelSceneLayer& layer)
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30 {
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31 if (!context_.IsContextLost())
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32 {
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33 context_.MakeCurrent();
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34 texture_.reset(new OpenGL::OpenGLTexture(context_));
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35 texture_->Load(layer.GetTexture(), layer.IsLinearInterpolation());
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36 applySceneRotation_ = layer.ShouldApplySceneRotation();
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37 anchor_ = layer.GetAnchor();
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38 }
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39 }
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40
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41 OpenGLInfoPanelRenderer::OpenGLInfoPanelRenderer(OpenGL::IOpenGLContext& context,
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42 OpenGLColorTextureProgram& program,
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43 const InfoPanelSceneLayer& layer) :
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44 context_(context),
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45 program_(program),
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46 anchor_(BitmapAnchor_TopLeft),
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47 applySceneRotation_(false)
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48 {
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49 LoadTexture(layer);
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50 }
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51
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52 void OpenGLInfoPanelRenderer::Render(const AffineTransform2D& transform,
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53 unsigned int canvasWidth,
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54 unsigned int canvasHeight)
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55 {
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56 if (!context_.IsContextLost() && texture_.get() != NULL)
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57 {
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58 int dx = 0, dy = 0;
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59 InfoPanelSceneLayer::ComputeAnchorLocation(
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60 dx, dy, anchor_, texture_->GetWidth(), texture_->GetHeight(),
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61 canvasWidth, canvasHeight);
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62
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63 // The position of this type of layer is layer: Ignore the
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64 // "transform" coming from the scene
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65 AffineTransform2D actualTransform =
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66 AffineTransform2D::CreateOffset(dx, dy);
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67
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68 if (applySceneRotation_)
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69 {
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70 // the transformation is as follows:
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71 // - originally, the image is aligned so that its top left corner
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72 // is at 0,0
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73 // - first, we translate the image by -w/2,-h/2
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74 // - then we rotate it, so that the next rotation will make the
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75 // image rotate around its center.
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76 // - then, we translate the image by +w/2,+h/2 to put it
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77 // back in place
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78 // - the fourth and last transform is the one that brings the
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79 // image to its desired anchored location.
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80
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81 int32_t halfWidth =
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82 static_cast<int32_t>(0.5 * texture_->GetWidth());
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83
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84 int32_t halfHeight=
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85 static_cast<int32_t>(0.5 * texture_->GetHeight());
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86
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87 AffineTransform2D translation1 =
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88 AffineTransform2D::CreateOffset(-halfWidth, -halfHeight);
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89
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90 const Matrix& sceneTransformM = transform.GetHomogeneousMatrix();
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91 Matrix r;
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92 Matrix q;
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93 LinearAlgebra::RQDecomposition3x3(r, q, sceneTransformM);
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94
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95 // counterintuitively, q is the rotation and r is the upper
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96 // triangular
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97 AffineTransform2D rotation(q);
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98
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99 AffineTransform2D translation2 =
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100 AffineTransform2D::CreateOffset(halfWidth, halfHeight);
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101
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102 // please note that the last argument is the 1st applied
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103 // transformation (rationale: if arguments are a, b and c, then
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104 // the resulting matrix is a*b*c:
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105 // x2 = (a*b*c)*x1 = (a*(b*(c*x1))) (you can see that the result
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106 // of c*x1 is transformed by b, and the result of b*c*x1 is trans-
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107 // formed by a)
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108 actualTransform = AffineTransform2D::Combine(actualTransform,
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109 translation2,
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110 rotation,
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111 translation1);
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112 }
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113
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114 program_.Apply(*texture_, actualTransform, canvasWidth, canvasHeight, true);
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115 }
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116 }
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117 }
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118 }