Mercurial > hg > orthanc-stone
view Framework/Scene2D/LookupTableTextureSceneLayer.h @ 768:55411e7da2f7
LookupTableTextureSceneLayer
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Thu, 23 May 2019 20:04:33 +0200 |
parents | |
children | 4ba8892870a2 |
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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/>. **/ #pragma once #include "TextureBaseSceneLayer.h" namespace OrthancStone { class LookupTableTextureSceneLayer : public TextureBaseSceneLayer { private: ImageWindowing windowing_; float minValue_; float maxValue_; std::vector<uint8_t> lut_; public: // The pixel format must be "Flot32" LookupTableTextureSceneLayer(const Orthanc::ImageAccessor& texture); void SetLookupTableGrayscale(float alpha); void SetLookupTableRgb(const std::vector<uint8_t>& lut, float alpha); void SetLookupTableRgb(const std::string& lut, float alpha); void SetLookupTable(const std::vector<uint8_t>& lut); void SetLookupTable(const std::string& lut); void SetRange(float minValue, float maxValue); void FitRange(); float GetMinValue() const { return minValue_; } float GetMaxValue() const { return maxValue_; } const std::vector<uint8_t>& GetLookupTable() const { return lut_; } virtual ISceneLayer* Clone() const; virtual Type GetType() const { return Type_LookupTableTexture; } }; }