diff OrthancStone/Sources/Scene2D/Internals/OpenGLFloatTextureRenderer.cpp @ 1512:244ad1e4e76a

reorganization of folders
author Sebastien Jodogne <s.jodogne@gmail.com>
date Tue, 07 Jul 2020 16:21:02 +0200
parents Framework/Scene2D/Internals/OpenGLFloatTextureRenderer.cpp@30deba7bc8e2
children 92fca2b3ba3d
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/OrthancStone/Sources/Scene2D/Internals/OpenGLFloatTextureRenderer.cpp	Tue Jul 07 16:21:02 2020 +0200
@@ -0,0 +1,81 @@
+/**
+ * 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 "OpenGLFloatTextureRenderer.h"
+
+#include <OrthancException.h>
+
+namespace OrthancStone
+{
+  namespace Internals
+  {
+    void OpenGLFloatTextureRenderer::UpdateInternal(const FloatTextureSceneLayer& layer,
+                                                    bool loadTexture)
+    {
+      if (!context_.IsContextLost())
+      {
+        if (loadTexture)
+        {
+          if (layer.IsApplyLog())
+          {
+            throw Orthanc::OrthancException(Orthanc::ErrorCode_NotImplemented);
+          }
+          
+          context_.MakeCurrent();
+          texture_.reset(new OpenGLFloatTextureProgram::Data(
+            context_, layer.GetTexture(), layer.IsLinearInterpolation()));
+        }
+
+        layerTransform_ = layer.GetTransform();
+        layer.GetWindowing(windowCenter_, windowWidth_);
+        invert_ = layer.IsInverted();
+      }
+    }
+
+
+    OpenGLFloatTextureRenderer::OpenGLFloatTextureRenderer(OpenGL::IOpenGLContext& context,
+                                                           OpenGLFloatTextureProgram& program,
+                                                           const FloatTextureSceneLayer& layer) :
+      context_(context),
+      program_(program)
+    {
+      UpdateInternal(layer, true);
+    }
+
+
+    void OpenGLFloatTextureRenderer::Render(const AffineTransform2D& transform,
+                                            unsigned int canvasWidth,
+                                            unsigned int canvasHeight)
+    {
+      if (!context_.IsContextLost() && texture_.get() != NULL)
+      {
+        program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), 
+                       windowCenter_, windowWidth_, invert_);
+      }
+    }
+
+
+    void OpenGLFloatTextureRenderer::Update(const ISceneLayer& layer)
+    {
+      UpdateInternal(dynamic_cast<const FloatTextureSceneLayer&>(layer), false);
+    }
+  }
+}