view Framework/Scene2D/Internals/OpenGLTextRenderer.cpp @ 1327:4f8db2d202c8 broker

OrthancSeriesProgressiveLoader now has two modes that can be selected at object creation : - progressive (will first load jpeg50, then jpeg90 then PAM) - non-progressive (will directly load PAM (uncompressed)) Please note that the slice loading order remains dynamic and depending upon the slice that the client code wishes to extract from the volume.
author Benjamin Golinvaux <bgo@osimis.io>
date Wed, 25 Mar 2020 14:34:27 +0100
parents 2d8ab34c8c91
children
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/**
 * Stone of Orthanc
 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
 * Department, University Hospital of Liege, Belgium
 * Copyright (C) 2017-2020 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 "OpenGLTextRenderer.h"

namespace OrthancStone
{
  namespace Internals
  {
    void OpenGLTextRenderer::LoadLayer(const TextSceneLayer& layer)
    {
      if (!context_.IsContextLost())
        data_.reset(new OpenGLTextProgram::Data(context_, alphabet_, layer));
      else
        data_.reset(NULL);
    }


    OpenGLTextRenderer::OpenGLTextRenderer(OpenGL::IOpenGLContext& context,
                                           OpenGLTextProgram& program,
                                           const GlyphTextureAlphabet& alphabet,
                                           OpenGL::OpenGLTexture& texture,
                                           const TextSceneLayer& layer) :
      context_(context),
      program_(program),
      alphabet_(alphabet),
      texture_(texture)
    {
      LoadLayer(layer);
    }

      
    void OpenGLTextRenderer::Render(const AffineTransform2D& transform,
                                    unsigned int canvasWidth,
                                    unsigned int canvasHeight)
    {
      if (!context_.IsContextLost() && data_.get() != NULL)
      {
        program_.Apply(texture_, *data_, transform);
      }
    }

    void OpenGLTextRenderer::Update(const ISceneLayer& layer)
    {
      LoadLayer(dynamic_cast<const TextSceneLayer&>(layer));
    }
  }
}