view Framework/Scene2D/Internals/OpenGLTextRenderer.h @ 787:1a28fce57ff3

Fixed Visual Studio 2008 build
author Benjamin Golinvaux <bgo@osimis.io>
date Fri, 24 May 2019 16:13:50 +0200
parents 9807ed3d3e03
children 6e888cf6a48b
line wrap: on
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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 "CompositorHelper.h"
#include "OpenGLTextProgram.h"

namespace OrthancStone
{
  namespace Internals
  {
    class OpenGLTextRenderer : public CompositorHelper::ILayerRenderer
    {
    private:
      OpenGL::IOpenGLContext&                 context_;
      OpenGLTextProgram&                      program_;
      const GlyphTextureAlphabet&             alphabet_;
      OpenGL::OpenGLTexture&                  texture_;
      std::auto_ptr<OpenGLTextProgram::Data>  data_;

      void LoadLayer(const TextSceneLayer& layer);

    public:
      OpenGLTextRenderer(OpenGL::IOpenGLContext& context,
                         OpenGLTextProgram& program,
                         const GlyphTextureAlphabet& alphabet,
                         OpenGL::OpenGLTexture& texture,
                         const TextSceneLayer& layer);

      virtual void Render(const AffineTransform2D& transform);

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