Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLColorTextureRenderer.cpp @ 879:12b591d5d63c am-dev
some Qt integration (wip)
author | Alain Mazy <alain@mazy.be> |
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date | Fri, 05 Jul 2019 14:52:43 +0200 |
parents | 9807ed3d3e03 |
children | 6e888cf6a48b |
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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 "OpenGLColorTextureRenderer.h" namespace OrthancStone { namespace Internals { void OpenGLColorTextureRenderer::LoadTexture(const ColorTextureSceneLayer& layer) { context_.MakeCurrent(); texture_.reset(new OpenGL::OpenGLTexture); texture_->Load(layer.GetTexture(), layer.IsLinearInterpolation()); layerTransform_ = layer.GetTransform(); } OpenGLColorTextureRenderer::OpenGLColorTextureRenderer(OpenGL::IOpenGLContext& context, OpenGLColorTextureProgram& program, const ColorTextureSceneLayer& layer) : context_(context), program_(program) { LoadTexture(layer); } void OpenGLColorTextureRenderer::Render(const AffineTransform2D& transform) { if (texture_.get() != NULL) { program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), true); } } void OpenGLColorTextureRenderer::Update(const ISceneLayer& layer) { // Should never happen (no revisions in color textures) LoadTexture(dynamic_cast<const ColorTextureSceneLayer&>(layer)); } } }