view Framework/Scene2D/Internals/OpenGLFloatTextureProgram.h @ 826:2de01660debe

reorganization
author Sebastien Jodogne <s.jodogne@gmail.com>
date Wed, 29 May 2019 16:48:56 +0200
parents bbe29efd3d1c
children 4d1f57773b5b
line wrap: on
line source

/**
 * 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 "OpenGLTextureProgram.h"

namespace OrthancStone
{
  namespace Internals
  {
    class OpenGLFloatTextureProgram : public boost::noncopyable
    {
    public:
      class Data : public boost::noncopyable
      {
      private:
        OpenGL::OpenGLTexture  texture_;
        float                  offset_;
        float                  slope_;

      public:
        Data(const Orthanc::ImageAccessor& texture,
             bool isLinearInterpolation);

        float GetOffset() const
        {
          return offset_;
        }

        float GetSlope() const
        {
          return slope_;
        }

        OpenGL::OpenGLTexture& GetTexture()
        {
          return texture_;
        }
      };

    private:
      OpenGLTextureProgram  program_;

    public:
      OpenGLFloatTextureProgram(OpenGL::IOpenGLContext&  context);

      void Apply(Data& data,
                 const AffineTransform2D& transform,
                 float windowCenter,
                 float windowWidth);
    };
  }
}