Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLFloatTextureRenderer.cpp @ 826:2de01660debe
reorganization
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Wed, 29 May 2019 16:48:56 +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 "OpenGLFloatTextureRenderer.h" namespace OrthancStone { namespace Internals { void OpenGLFloatTextureRenderer::UpdateInternal(const FloatTextureSceneLayer& layer, bool loadTexture) { if (loadTexture) { context_.MakeCurrent(); texture_.reset(new OpenGLFloatTextureProgram::Data(layer.GetTexture(), layer.IsLinearInterpolation())); } layerTransform_ = layer.GetTransform(); layer.GetWindowing(windowCenter_, windowWidth_); } OpenGLFloatTextureRenderer::OpenGLFloatTextureRenderer(OpenGL::IOpenGLContext& context, OpenGLFloatTextureProgram& program, const FloatTextureSceneLayer& layer) : context_(context), program_(program) { UpdateInternal(layer, true); } void OpenGLFloatTextureRenderer::Render(const AffineTransform2D& transform) { if (texture_.get() != NULL) { program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), windowCenter_, windowWidth_); } } void OpenGLFloatTextureRenderer::Update(const ISceneLayer& layer) { UpdateInternal(dynamic_cast<const FloatTextureSceneLayer&>(layer), false); } } }