diff Framework/Scene2D/Internals/OpenGLTextRenderer.h @ 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/OpenGLTextRenderer.h	Fri Apr 26 14:45:47 2019 +0200
@@ -0,0 +1,54 @@
+/**
+ * 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/>.
+ **/
+
+
+#pragma once
+
+#include "CompositorHelper.h"
+#include "OpenGLTextProgram.h"
+
+namespace OrthancStone
+{
+  namespace Internals
+  {
+    class OpenGLTextRenderer : public CompositorHelper::ILayerRenderer
+    {
+    private:
+      OpenGL::IOpenGLContext&                 context_;
+      OpenGLTextProgram&                      program_;
+      const GlyphTextureAlphabet&             alphabet_;
+      OpenGL::OpenGLTexture&                  texture_;
+      std::auto_ptr<OpenGLTextProgram::Data>  data_;
+
+      void LoadLayer(const TextSceneLayer& layer);
+
+    public:
+      OpenGLTextRenderer(OpenGL::IOpenGLContext& context,
+                         OpenGLTextProgram& program,
+                         const GlyphTextureAlphabet& alphabet,
+                         OpenGL::OpenGLTexture& texture,
+                         const TextSceneLayer& layer);
+
+      virtual void Render(const AffineTransform2D& transform);
+
+      virtual void Update(const ISceneLayer& layer);
+    };
+  }
+}