view Framework/Scene2D/Internals/OpenGLTextureProgram.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 b66ced2c43d4
children 2d8ab34c8c91
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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/>.
 **/


#pragma once

#include "../../OpenGL/IOpenGLContext.h"
#include "../../OpenGL/OpenGLProgram.h"
#include "../../OpenGL/OpenGLTexture.h"
#include "../../Toolbox/AffineTransform2D.h"

namespace OrthancStone
{
  namespace Internals
  {
    class OpenGLTextureProgram : public boost::noncopyable
    {
    private:
      OpenGL::IOpenGLContext&               context_;
      std::auto_ptr<OpenGL::OpenGLProgram>  program_;
      GLint                                 positionLocation_;
      GLint                                 textureLocation_;
      GLuint                                buffers_[2];

      void InitializeExecution(OpenGL::OpenGLTexture& texture,
                               const AffineTransform2D& transform);

      void FinalizeExecution();

    public:
      OpenGLTextureProgram(OpenGL::IOpenGLContext& context,
                           const char* fragmentShader);

      ~OpenGLTextureProgram();

      class Execution : public boost::noncopyable
      {
      private:
        OpenGLTextureProgram&  that_;

      public:
        Execution(OpenGLTextureProgram& that,
                  OpenGL::OpenGLTexture& texture,
                  const AffineTransform2D& transform) :
          that_(that)
        {
          that_.InitializeExecution(texture, transform);
        }

        ~Execution()
        {
          that_.FinalizeExecution();
        }

        void DrawTriangles();

        GLint GetUniformLocation(const std::string& name)
        {
          return that_.program_->GetUniformLocation(name);
        }
      };
    };
  }
}