Mercurial > hg > orthanc-stone
diff OrthancStone/Sources/Scene2D/Internals/OpenGLColorTextureProgram.cpp @ 1512:244ad1e4e76a
reorganization of folders
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Tue, 07 Jul 2020 16:21:02 +0200 |
parents | Framework/Scene2D/Internals/OpenGLColorTextureProgram.cpp@2d8ab34c8c91 |
children | 92fca2b3ba3d |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/OrthancStone/Sources/Scene2D/Internals/OpenGLColorTextureProgram.cpp Tue Jul 07 16:21:02 2020 +0200 @@ -0,0 +1,68 @@ +/** + * Stone of Orthanc + * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics + * Department, University Hospital of Liege, Belgium + * Copyright (C) 2017-2020 Osimis S.A., Belgium + * + * This program is free software: you can redistribute it and/or + * modify it under the terms of the GNU Affero General Public License + * as published by the Free Software Foundation, either version 3 of + * the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Affero General Public License for more details. + * + * You should have received a copy of the GNU Affero General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + **/ + + +#include "OpenGLColorTextureProgram.h" +#include "OpenGLShaderVersionDirective.h" + +static const char* FRAGMENT_SHADER = + ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE + "uniform sampler2D u_texture; \n" + "varying vec2 v_texcoord; \n" + "void main() \n" + "{ \n" + " gl_FragColor = texture2D(u_texture, v_texcoord); \n" + "}"; + + +namespace OrthancStone +{ + namespace Internals + { + OpenGLColorTextureProgram::OpenGLColorTextureProgram(OpenGL::IOpenGLContext& context) + : program_(context, FRAGMENT_SHADER) + , context_(context) + { + } + + + void OpenGLColorTextureProgram::Apply(OpenGL::OpenGLTexture& texture, + const AffineTransform2D& transform, + bool useAlpha) + { + if (!context_.IsContextLost()) + { + OpenGLTextureProgram::Execution execution(program_, texture, transform); + + if (useAlpha) + { + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + execution.DrawTriangles(); + glDisable(GL_BLEND); + } + else + { + execution.DrawTriangles(); + } + } + } + } +}