Mercurial > hg > orthanc-stone
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 |
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--- /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); + } + } +}