view Framework/Scene2D/Internals/OpenGLColorTextureRenderer.h @ 947:1091b2adeb5a toa2019081001

Fixed animation frame stopping when returning false + big work on the OpenGL objects to make them lost context-safe + debug code to forcefully tag a context as lost + debug macros
author Benjamin Golinvaux <bgo@osimis.io>
date Sat, 10 Aug 2019 13:07:31 +0200
parents 6e888cf6a48b
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 "OpenGLColorTextureProgram.h"
#include "CompositorHelper.h"
#include "../ColorTextureSceneLayer.h"

namespace OrthancStone
{
  namespace Internals
  {
    class OpenGLColorTextureRenderer : public CompositorHelper::ILayerRenderer
    {
    private:
      OpenGL::IOpenGLContext&               context_;
      OpenGLColorTextureProgram&            program_;
      std::auto_ptr<OpenGL::OpenGLTexture>  texture_;
      AffineTransform2D                     layerTransform_;

      void LoadTexture(const ColorTextureSceneLayer& layer);

    public:
      OpenGLColorTextureRenderer(OpenGL::IOpenGLContext& context,
                                 OpenGLColorTextureProgram& program,
                                 const ColorTextureSceneLayer& layer);

      virtual void Render(const AffineTransform2D& transform,
                          unsigned int canvasWidth,
                          unsigned int canvasHeight);

      virtual void Update(const ISceneLayer& layer);
    };
  }
}