diff Framework/Scene2D/Internals/OpenGLColorTextureRenderer.cpp @ 594:9807ed3d3e03

OpenGLCompositor
author Sebastien Jodogne <s.jodogne@gmail.com>
date Fri, 26 Apr 2019 14:45:47 +0200
parents
children 6e888cf6a48b
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Framework/Scene2D/Internals/OpenGLColorTextureRenderer.cpp	Fri Apr 26 14:45:47 2019 +0200
@@ -0,0 +1,62 @@
+/**
+ * Stone of Orthanc
+ * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
+ * Department, University Hospital of Liege, Belgium
+ * Copyright (C) 2017-2019 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 "OpenGLColorTextureRenderer.h"
+
+namespace OrthancStone
+{
+  namespace Internals
+  {
+    void OpenGLColorTextureRenderer::LoadTexture(const ColorTextureSceneLayer& layer)
+    {
+      context_.MakeCurrent();
+      texture_.reset(new OpenGL::OpenGLTexture);
+      texture_->Load(layer.GetTexture(), layer.IsLinearInterpolation());
+      layerTransform_ = layer.GetTransform();
+    }
+
+    
+    OpenGLColorTextureRenderer::OpenGLColorTextureRenderer(OpenGL::IOpenGLContext& context,
+                                                           OpenGLColorTextureProgram& program,
+                                                           const ColorTextureSceneLayer& layer) :
+      context_(context),
+      program_(program)
+    {
+      LoadTexture(layer);
+    }
+
+    
+    void OpenGLColorTextureRenderer::Render(const AffineTransform2D& transform)
+    {
+      if (texture_.get() != NULL)
+      {
+        program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), true);
+      }
+    }
+
+    
+    void OpenGLColorTextureRenderer::Update(const ISceneLayer& layer)
+    {
+      // Should never happen (no revisions in color textures)
+      LoadTexture(dynamic_cast<const ColorTextureSceneLayer&>(layer));
+    }
+  }
+}