Mercurial > hg > orthanc-stone
diff Framework/OpenGL/ColorTextureOpenGLProgram.cpp @ 585:b9ce24c606ae
TextSceneLayer
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 19 Apr 2019 17:57:58 +0200 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Framework/OpenGL/ColorTextureOpenGLProgram.cpp Fri Apr 19 17:57:58 2019 +0200 @@ -0,0 +1,126 @@ +/** + * 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 "ColorTextureOpenGLProgram.h" + +namespace OrthancStone +{ + namespace OpenGL + { + ColorTextureOpenGLProgram::ColorTextureOpenGLProgram(IOpenGLContext& context) : + context_(context) + { + static const char* VERTEX_SHADER = + "attribute vec2 a_texcoord; \n" + "attribute vec4 a_position; \n" + "uniform mat4 u_matrix; \n" + "varying vec2 v_texcoord; \n" + "void main() \n" + "{ \n" + " gl_Position = u_matrix * a_position; \n" + " v_texcoord = a_texcoord; \n" + "}"; + + static const char* FRAGMENT_SHADER = + "uniform sampler2D u_texture; \n" + "varying vec2 v_texcoord; \n" + "void main() \n" + "{ \n" + " gl_FragColor = texture2D(u_texture, v_texcoord); \n" + "}"; + + static const float POSITIONS[COMPONENTS * COUNT] = { + 0, 0, + 0, 1, + 1, 0, + 1, 0, + 0, 1, + 1, 1 + }; + + context_.MakeCurrent(); + + program_.reset(new OpenGLProgram); + program_->CompileShaders(VERTEX_SHADER, FRAGMENT_SHADER); + + positionLocation_ = program_->GetAttributeLocation("a_position"); + textureLocation_ = program_->GetAttributeLocation("a_texcoord"); + + glGenBuffers(2, buffers_); + + glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * COMPONENTS * COUNT, POSITIONS, GL_STATIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * COMPONENTS * COUNT, POSITIONS, GL_STATIC_DRAW); + } + + + ColorTextureOpenGLProgram::~ColorTextureOpenGLProgram() + { + context_.MakeCurrent(); + glDeleteBuffers(2, buffers_); + } + + + void ColorTextureOpenGLProgram::Apply(OpenGLTexture& texture, + const AffineTransform2D& transform, + bool useAlpha) + { + context_.MakeCurrent(); + program_->Use(); + + AffineTransform2D scale = AffineTransform2D::CreateScaling + (texture.GetWidth(), texture.GetHeight()); + + AffineTransform2D t = AffineTransform2D::Combine(transform, scale); + + float m[16]; + t.ConvertToOpenGLMatrix(m, context_.GetCanvasWidth(), context_.GetCanvasHeight()); + + texture.Bind(program_->GetUniformLocation("u_texture")); + glUniformMatrix4fv(program_->GetUniformLocation("u_matrix"), 1, GL_FALSE, m); + + glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]); + glEnableVertexAttribArray(positionLocation_); + glVertexAttribPointer(positionLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0); + + glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]); + glEnableVertexAttribArray(textureLocation_); + glVertexAttribPointer(textureLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0); + + if (useAlpha) + { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDrawArrays(GL_TRIANGLES, 0, COUNT); + glDisable(GL_BLEND); + } + else + { + glDrawArrays(GL_TRIANGLES, 0, COUNT); + } + + glDisableVertexAttribArray(positionLocation_); + glDisableVertexAttribArray(textureLocation_); + } + } +}