view Framework/Scene2D/Internals/OpenGLFloatTextureProgram.h @ 700:059e1fd05fd6 refactor-viewport-controller

Introduced the ViewportController that sits between the application and the Scene2D to handle the trackers and measuring tools. This is a work in progress. The Scene2D is no longer an observable. Message sending is managed by the ViewportController. Move some refs to shared and weak to prevent lifetime issues.
author Benjamin Golinvaux <bgo@osimis.io>
date Sun, 19 May 2019 16:26:17 +0200
parents bbe29efd3d1c
children 4d1f57773b5b
line wrap: on
line source

/**
 * 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 "OpenGLTextureProgram.h"

namespace OrthancStone
{
  namespace Internals
  {
    class OpenGLFloatTextureProgram : public boost::noncopyable
    {
    public:
      class Data : public boost::noncopyable
      {
      private:
        OpenGL::OpenGLTexture  texture_;
        float                  offset_;
        float                  slope_;

      public:
        Data(const Orthanc::ImageAccessor& texture,
             bool isLinearInterpolation);

        float GetOffset() const
        {
          return offset_;
        }

        float GetSlope() const
        {
          return slope_;
        }

        OpenGL::OpenGLTexture& GetTexture()
        {
          return texture_;
        }
      };

    private:
      OpenGLTextureProgram  program_;

    public:
      OpenGLFloatTextureProgram(OpenGL::IOpenGLContext&  context);

      void Apply(Data& data,
                 const AffineTransform2D& transform,
                 float windowCenter,
                 float windowWidth);
    };
  }
}