Mercurial > hg > orthanc-stone
annotate OrthancStone/Sources/Scene2D/Internals/OpenGLFloatTextureRenderer.cpp @ 1615:f5d4bd7b5593
new class: OsiriXLayerFactory
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 30 Oct 2020 17:26:44 +0100 |
parents | 8563ea5d8ae4 |
children | 9ac2a65d4172 |
rev | line source |
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594 | 1 /** |
2 * Stone of Orthanc | |
3 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics | |
4 * Department, University Hospital of Liege, Belgium | |
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5 * Copyright (C) 2017-2020 Osimis S.A., Belgium |
594 | 6 * |
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 |
594 | 9 * as published by the Free Software Foundation, either version 3 of |
10 * the License, or (at your option) any later version. | |
11 * | |
12 * This program is distributed in the hope that it will be useful, but | |
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/>. |
594 | 20 **/ |
21 | |
22 | |
23 #include "OpenGLFloatTextureRenderer.h" | |
24 | |
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25 #include <OrthancException.h> |
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26 |
594 | 27 namespace OrthancStone |
28 { | |
29 namespace Internals | |
30 { | |
31 void OpenGLFloatTextureRenderer::UpdateInternal(const FloatTextureSceneLayer& layer, | |
32 bool loadTexture) | |
33 { | |
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34 if (!context_.IsContextLost()) |
594 | 35 { |
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36 if (loadTexture) |
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37 { |
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38 if (layer.IsApplyLog()) |
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39 { |
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40 throw Orthanc::OrthancException(Orthanc::ErrorCode_NotImplemented); |
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41 } |
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42 |
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43 context_.MakeCurrent(); |
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44 texture_.reset(new OpenGLFloatTextureProgram::Data( |
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45 context_, layer.GetTexture(), layer.IsLinearInterpolation())); |
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46 } |
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47 |
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48 layerTransform_ = layer.GetTransform(); |
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49 layer.GetWindowing(windowCenter_, windowWidth_); |
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50 invert_ = layer.IsInverted(); |
594 | 51 } |
52 } | |
53 | |
54 | |
55 OpenGLFloatTextureRenderer::OpenGLFloatTextureRenderer(OpenGL::IOpenGLContext& context, | |
56 OpenGLFloatTextureProgram& program, | |
57 const FloatTextureSceneLayer& layer) : | |
58 context_(context), | |
59 program_(program) | |
60 { | |
61 UpdateInternal(layer, true); | |
62 } | |
63 | |
64 | |
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65 void OpenGLFloatTextureRenderer::Render(const AffineTransform2D& transform, |
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66 unsigned int canvasWidth, |
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67 unsigned int canvasHeight) |
594 | 68 { |
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69 if (!context_.IsContextLost() && texture_.get() != NULL) |
594 | 70 { |
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71 program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), |
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72 canvasWidth, canvasHeight, windowCenter_, windowWidth_, invert_); |
594 | 73 } |
74 } | |
75 | |
76 | |
77 void OpenGLFloatTextureRenderer::Update(const ISceneLayer& layer) | |
78 { | |
79 UpdateInternal(dynamic_cast<const FloatTextureSceneLayer&>(layer), false); | |
80 } | |
81 } | |
82 } |