diff OrthancStone/Sources/Scene2D/Internals/OpenGLTextRenderer.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/OpenGLTextRenderer.cpp@2d8ab34c8c91
children 92fca2b3ba3d
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/OrthancStone/Sources/Scene2D/Internals/OpenGLTextRenderer.cpp	Tue Jul 07 16:21:02 2020 +0200
@@ -0,0 +1,66 @@
+/**
+ * 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 "OpenGLTextRenderer.h"
+
+namespace OrthancStone
+{
+  namespace Internals
+  {
+    void OpenGLTextRenderer::LoadLayer(const TextSceneLayer& layer)
+    {
+      if (!context_.IsContextLost())
+        data_.reset(new OpenGLTextProgram::Data(context_, alphabet_, layer));
+      else
+        data_.reset(NULL);
+    }
+
+
+    OpenGLTextRenderer::OpenGLTextRenderer(OpenGL::IOpenGLContext& context,
+                                           OpenGLTextProgram& program,
+                                           const GlyphTextureAlphabet& alphabet,
+                                           OpenGL::OpenGLTexture& texture,
+                                           const TextSceneLayer& layer) :
+      context_(context),
+      program_(program),
+      alphabet_(alphabet),
+      texture_(texture)
+    {
+      LoadLayer(layer);
+    }
+
+      
+    void OpenGLTextRenderer::Render(const AffineTransform2D& transform,
+                                    unsigned int canvasWidth,
+                                    unsigned int canvasHeight)
+    {
+      if (!context_.IsContextLost() && data_.get() != NULL)
+      {
+        program_.Apply(texture_, *data_, transform);
+      }
+    }
+
+    void OpenGLTextRenderer::Update(const ISceneLayer& layer)
+    {
+      LoadLayer(dynamic_cast<const TextSceneLayer&>(layer));
+    }
+  }
+}