Mercurial > hg > orthanc-stone
annotate OrthancStone/Sources/Scene2D/Internals/OpenGLArrowRenderer.cpp @ 1652:fa9e6bf84958
integrating pdf.js into Stone Web viewer
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Mon, 16 Nov 2020 20:47:53 +0100 |
parents | ad9b425f27ae |
children | 9ac2a65d4172 |
rev | line source |
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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) 2017-2020 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 "OpenGLArrowRenderer.h" |
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24 |
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25 #include <OrthancException.h> |
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26 |
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27 #include <math.h> |
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28 |
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29 |
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30 namespace OrthancStone |
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31 { |
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32 namespace Internals |
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33 { |
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34 void OpenGLArrowRenderer::LoadLayer(const ArrowSceneLayer& layer) |
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35 { |
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36 // "dataBody_" contains the "body" of the arrow, in scene coordinates |
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37 { |
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38 PolylineSceneLayer l; |
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39 l.SetThickness(layer.GetThickness()); |
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40 |
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41 PolylineSceneLayer::Chain chain; |
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42 chain.push_back(layer.GetA()); |
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43 chain.push_back(layer.GetB()); |
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44 l.AddChain(chain, false, layer.GetColor()); |
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45 |
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46 dataBody_.reset(new OpenGLLinesProgram::Data(context_, l)); |
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47 } |
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48 |
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49 // "dataHead_" contains the "head" of the arrow, properly scaled in |
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50 // pixel coordinates, but with center at (0,0) |
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51 { |
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52 PolylineSceneLayer l; |
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53 l.SetThickness(layer.GetThickness()); |
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54 |
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55 const double c = cos(layer.GetArrowAngle()); |
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56 const double s = sin(layer.GetArrowAngle()); |
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57 |
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58 PolylineSceneLayer::Chain chain; |
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59 chain.push_back(ScenePoint2D(c, s) * layer.GetArrowLength()); |
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60 chain.push_back(ScenePoint2D(0, 0)); |
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61 chain.push_back(ScenePoint2D(c, -s) * layer.GetArrowLength()); |
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62 l.AddChain(chain, false, layer.GetColor()); |
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63 |
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64 dataHead_.reset(new OpenGLLinesProgram::Data(context_, l)); |
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65 } |
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66 |
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67 // Compute a unit vector encoding the direction of the body of the arrow |
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68 ScenePoint2D direction = layer.GetB() - layer.GetA(); |
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69 double n = ScenePoint2D::SquaredMagnitude(direction); |
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70 if (LinearAlgebra::IsCloseToZero(n)) |
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71 { |
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72 direction = ScenePoint2D(1, 0); |
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73 } |
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74 else |
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75 { |
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76 direction = direction / sqrt(n); |
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77 } |
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78 |
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79 // Compute a rotation matrix, to bring the "head" in the axis of the "body" |
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80 // https://math.stackexchange.com/a/3565068 |
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81 Matrix rotation = LinearAlgebra::ZeroMatrix(3, 3); |
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82 rotation(0, 0) = direction.GetX(); |
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83 rotation(1, 0) = direction.GetY(); |
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84 rotation(0, 1) = -direction.GetY(); |
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85 rotation(1, 1) = direction.GetX(); |
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86 rotation(2, 2) = 1; |
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87 |
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88 transformHead_ = AffineTransform2D::Combine( |
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89 AffineTransform2D::CreateOffset(layer.GetA().GetX(), layer.GetA().GetY()), |
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90 AffineTransform2D(rotation)); |
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91 |
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92 if (dataBody_.get() == NULL || |
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93 dataHead_.get() == NULL) |
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94 { |
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95 throw Orthanc::OrthancException(Orthanc::ErrorCode_InternalError); |
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96 } |
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97 } |
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98 |
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99 |
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100 OpenGLArrowRenderer::OpenGLArrowRenderer(OpenGL::IOpenGLContext& context, |
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101 OpenGLLinesProgram& program, |
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102 const ArrowSceneLayer& layer) : |
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103 context_(context), |
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104 program_(program) |
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105 { |
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106 LoadLayer(layer); |
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107 } |
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108 |
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109 |
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110 void OpenGLArrowRenderer::Render(const AffineTransform2D& transform, |
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111 unsigned int canvasWidth, |
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112 unsigned int canvasHeight) |
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113 { |
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114 if (!context_.IsContextLost()) |
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115 { |
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116 program_.Apply(*dataBody_, transform, canvasWidth, canvasHeight, true, true); |
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117 |
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118 const double z = 1.0 / transform.ComputeZoom(); |
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119 const AffineTransform2D t2 = AffineTransform2D::Combine( |
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120 transform, // 3. Apply the original transform |
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121 transformHead_, // 2. Bring the "head" of the arrow at the proper position/angle |
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122 AffineTransform2D::CreateScaling(z, z)); // 1. Neutralize the zoom level |
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123 |
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124 program_.Apply(*dataHead_, t2, canvasWidth, canvasHeight, true, true); |
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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 OpenGLArrowRenderer::Update(const ISceneLayer& layer) |
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130 { |
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131 LoadLayer(dynamic_cast<const ArrowSceneLayer&>(layer)); |
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132 } |
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133 } |
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134 } |