view Framework/Scene2D/LookupTableTextureSceneLayer.h @ 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 7ec8fea061b9
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/>.
 **/


#pragma once

#include "TextureBaseSceneLayer.h"

namespace OrthancStone
{
  class LookupTableTextureSceneLayer : public TextureBaseSceneLayer
  {
  private:
    ImageWindowing        windowing_;
    float                 minValue_;
    float                 maxValue_;
    std::vector<uint8_t>  lut_;
    bool                  applyLog_;

    void SetLookupTableRgb(const std::vector<uint8_t>& lut);

  public:
    // The pixel format must be convertible to Float32
    LookupTableTextureSceneLayer(const Orthanc::ImageAccessor& texture);

    void SetLookupTableGrayscale();

    // The vector must contain either 3 * 256 values (RGB), or 4 * 256
    // (RGBA). In the RGB case, an alpha channel will be automatically added.
    void SetLookupTable(const std::vector<uint8_t>& lut);

    void SetRange(float minValue,
                  float maxValue);
    
    void FitRange();

    float GetMinValue() const
    {
      return minValue_;
    }

    float GetMaxValue() const
    {
      return maxValue_;
    }

    // This returns a vector of 4 * 256 values between 0 and 255, in RGBA.
    const std::vector<uint8_t>& GetLookupTable() const
    {
      return lut_;
    }

    void SetApplyLog(bool apply);

    bool IsApplyLog() const
    {
      return applyLog_;
    }

    virtual ISceneLayer* Clone() const;

    virtual Type GetType() const
    {
      return Type_LookupTableTexture;
    }

    // Render the texture to a color image of format BGRA32 (Cairo
    // surfaces) or RGBA32 (OpenGL)
    void Render(Orthanc::ImageAccessor& target) const;
  };
}