annotate Framework/Scene2D/Internals/OpenGLTextureProgram.cpp @ 1221:e2435a524029

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author Alain Mazy <alain@mazy.be>
date Sat, 07 Dec 2019 17:47:35 +0100
parents 1091b2adeb5a
children 2d8ab34c8c91
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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) 2017-2019 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 Affero 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 * Affero 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 Affero General Public License
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18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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19 **/
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20
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22 #include "OpenGLTextureProgram.h"
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23 #include "OpenGLShaderVersionDirective.h"
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25 #include <Core/OrthancException.h>
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27 static const unsigned int COMPONENTS = 2;
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28 static const unsigned int COUNT = 6; // 2 triangles in 2D
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29
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30 static const char* VERTEX_SHADER =
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31 ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE
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32 "attribute vec2 a_texcoord; \n"
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33 "attribute vec4 a_position; \n"
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34 "uniform mat4 u_matrix; \n"
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35 "varying vec2 v_texcoord; \n"
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36 "void main() \n"
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37 "{ \n"
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38 " gl_Position = u_matrix * a_position; \n"
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39 " v_texcoord = a_texcoord; \n"
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40 "}";
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42
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43 namespace OrthancStone
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44 {
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45 namespace Internals
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46 {
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47 void OpenGLTextureProgram::InitializeExecution(OpenGL::OpenGLTexture& texture,
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48 const AffineTransform2D& transform)
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49 {
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50 if (!context_.IsContextLost())
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51 {
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52 context_.MakeCurrent();
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53 program_->Use();
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55 AffineTransform2D scale = AffineTransform2D::CreateScaling
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56 (texture.GetWidth(), texture.GetHeight());
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57
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58 AffineTransform2D t = AffineTransform2D::Combine(transform, scale);
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60 float m[16];
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61 t.ConvertToOpenGLMatrix(m, context_.GetCanvasWidth(), context_.GetCanvasHeight());
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63 texture.Bind(program_->GetUniformLocation("u_texture"));
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64 glUniformMatrix4fv(program_->GetUniformLocation("u_matrix"), 1, GL_FALSE, m);
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66 glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]);
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67 glEnableVertexAttribArray(positionLocation_);
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68 glVertexAttribPointer(positionLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0);
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70 glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]);
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71 glEnableVertexAttribArray(textureLocation_);
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72 glVertexAttribPointer(textureLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0);
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73 }
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74 }
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75
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76 void OpenGLTextureProgram::FinalizeExecution()
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77 {
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78 if (!context_.IsContextLost())
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79 {
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80 glDisableVertexAttribArray(positionLocation_);
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81 glDisableVertexAttribArray(textureLocation_);
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82 }
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83 }
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84
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85 OpenGLTextureProgram::OpenGLTextureProgram(OpenGL::IOpenGLContext& context,
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86 const char* fragmentShader) :
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87 context_(context)
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88 {
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89 static const float POSITIONS[COMPONENTS * COUNT] = {
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90 0, 0,
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91 0, 1,
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92 1, 0,
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93 1, 0,
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94 0, 1,
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95 1, 1
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96 };
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97
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98 if (!context_.IsContextLost())
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99 {
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100 context_.MakeCurrent();
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101
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102 program_.reset(new OpenGL::OpenGLProgram(context_));
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103 program_->CompileShaders(VERTEX_SHADER, fragmentShader);
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104
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105 positionLocation_ = program_->GetAttributeLocation("a_position");
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106 textureLocation_ = program_->GetAttributeLocation("a_texcoord");
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107
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108 glGenBuffers(2, buffers_);
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109
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110 glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]);
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111 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * COMPONENTS * COUNT, POSITIONS, GL_STATIC_DRAW);
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112
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113 glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]);
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114 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * COMPONENTS * COUNT, POSITIONS, GL_STATIC_DRAW);
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115 }
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116 }
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117
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118 OpenGLTextureProgram::~OpenGLTextureProgram()
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119 {
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120 if (!context_.IsContextLost())
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121 {
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122 ORTHANC_OPENGL_TRACE_CURRENT_CONTEXT("OpenGLTextureProgram::~OpenGLTextureProgram() | About to call glDeleteBuffers");
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123 context_.MakeCurrent();
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124 glDeleteBuffers(2, buffers_);
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125 }
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126 }
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127
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128
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129 void OpenGLTextureProgram::Execution::DrawTriangles()
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130 {
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131 if (!that_.context_.IsContextLost())
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132 {
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133 glDrawArrays(GL_TRIANGLES, 0, COUNT);
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134 }
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135 }
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136 }
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137 }