view Framework/Scene2D/Internals/OpenGLTextureProgram.cpp @ 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 e3f21a265be5
children 1091b2adeb5a
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/**
 * 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 "OpenGLTextureProgram.h"
#include "OpenGLShaderVersionDirective.h"

static const unsigned int COMPONENTS = 2;
static const unsigned int COUNT = 6;  // 2 triangles in 2D

static const char* VERTEX_SHADER = 
  ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE
  "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"
  "}";


namespace OrthancStone
{
  namespace Internals
  {
    void OpenGLTextureProgram::InitializeExecution(OpenGL::OpenGLTexture& texture,
                                                   const AffineTransform2D& transform)
    {
      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);
    }

    
    void OpenGLTextureProgram::FinalizeExecution()
    {
      glDisableVertexAttribArray(positionLocation_);
      glDisableVertexAttribArray(textureLocation_);
    }

    
    OpenGLTextureProgram::OpenGLTextureProgram(OpenGL::IOpenGLContext& context,
                                               const char* fragmentShader) :
      context_(context)
    {
      static const float POSITIONS[COMPONENTS * COUNT] = {
        0, 0,
        0, 1,
        1, 0,
        1, 0,
        0, 1,
        1, 1
      };
        
      context_.MakeCurrent();

      program_.reset(new OpenGL::OpenGLProgram);
      program_->CompileShaders(VERTEX_SHADER, fragmentShader);

      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);
    }


    OpenGLTextureProgram::~OpenGLTextureProgram()
    {
      context_.MakeCurrent();
      glDeleteBuffers(2, buffers_);
    }


    void OpenGLTextureProgram::Execution::DrawTriangles()
    {
      glDrawArrays(GL_TRIANGLES, 0, COUNT);
    }
  }
}