Mercurial > hg > orthanc-stone
view Applications/Sdl/SdlOpenGLContext.cpp @ 949:32eaf4929b08 toa2019081301
OrthancMultiframeVolumeLoader and OrthancSeriesVolumeProgressiveLoader now implement IGeometryProvider so that the geometry reference can be switched (CT or DOSE, for instance) + VolumeImageGeometry::SetSize renamed to VolumeImageGeometry::SetSizeInVoxels + prevent text layer update if text or properties do not change + a few stream operator<< for debug (Vector, Matrix,...) + fixed memory access aligment issues in ImageBuffer3D::ExtractSagittalSlice + fix for wrong screen Y offset of mpr slices in DicomVolumeImageMPRSlicer.
author | Benjamin Golinvaux <bgo@osimis.io> |
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date | Tue, 13 Aug 2019 16:01:05 +0200 |
parents | 1091b2adeb5a |
children | a7351ad54960 |
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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 "SdlOpenGLContext.h" #include "../../Framework/StoneException.h" #if ORTHANC_ENABLE_SDL == 1 #if !defined(ORTHANC_ENABLE_GLEW) # error Macro ORTHANC_ENABLE_GLEW must be defined #endif #if ORTHANC_ENABLE_GLEW == 1 # include <GL/glew.h> #endif #include <Core/OrthancException.h> namespace OrthancStone { SdlOpenGLContext::SdlOpenGLContext(const char* title, unsigned int width, unsigned int height, bool allowDpiScaling) : window_(title, width, height, true /* enable OpenGL */, allowDpiScaling) , context_(NULL) , contextLost_(false) { context_ = SDL_GL_CreateContext(window_.GetObject()); if (context_ == NULL) { throw Orthanc::OrthancException(Orthanc::ErrorCode_InternalError, "Cannot initialize OpenGL"); } #if ORTHANC_ENABLE_GLEW == 1 // The initialization function of glew (i.e. "glewInit()") can // only be called once an OpenGL is setup. // https://stackoverflow.com/a/45033669/881731 { static boost::mutex mutex_; static bool isGlewInitialized_ = false; boost::mutex::scoped_lock lock(mutex_); if (!isGlewInitialized_) { LOG(INFO) << "Initializing glew"; GLenum err = glewInit(); if (GLEW_OK != err) { throw Orthanc::OrthancException(Orthanc::ErrorCode_InternalError, "Cannot initialize glew"); } isGlewInitialized_ = true; } } #endif } SdlOpenGLContext::~SdlOpenGLContext() { SDL_GL_DeleteContext(context_); } bool SdlOpenGLContext::IsContextLost() const { return contextLost_; } void SdlOpenGLContext::SetLostContext() { contextLost_ = true; } void SdlOpenGLContext::RestoreLostContext() { contextLost_ = false; } // extern bool Debug_MustContextBeKilled(std::string title); // extern void Debug_Context_ClearKillFlag(std::string title); void SdlOpenGLContext::MakeCurrent() { if (IsContextLost()) throw OpenGLContextLostException(context_); // <DEBUG STUFF> // This is used for context loss simulation // SDL_Window* internalWindow = GetWindow().GetObject(); // std::string title(SDL_GetWindowTitle(internalWindow)); // if (Debug_MustContextBeKilled(title)) // { // Debug_Context_ClearKillFlag(title); // SetLostContext(); // throw OpenGLContextLostException(context_); // } // </DEBUG STUFF> if (SDL_GL_MakeCurrent(window_.GetObject(), context_) != 0) { const char* errText = SDL_GetError(); std::stringstream ss; ss << "Cannot set current OpenGL context. SDL error text: " << errText; std::string errStr = ss.str(); throw Orthanc::OrthancException(Orthanc::ErrorCode_InternalError, errStr.c_str()); } // This makes our buffer swap synchronized with the monitor's vertical refresh SDL_GL_SetSwapInterval(1); } void SdlOpenGLContext::SwapBuffer() { // Swap our buffer to display the current contents of buffer on screen SDL_GL_SwapWindow(window_.GetObject()); } unsigned int SdlOpenGLContext::GetCanvasWidth() const { int w = 0; SDL_GL_GetDrawableSize(window_.GetObject(), &w, NULL); return static_cast<unsigned int>(w); } unsigned int SdlOpenGLContext::GetCanvasHeight() const { int h = 0; SDL_GL_GetDrawableSize(window_.GetObject(), NULL, &h); return static_cast<unsigned int>(h); } } #endif