view Framework/Scene2D/Internals/OpenGLBasicPolylineRenderer.cpp @ 804:61ba4b504e9a

PolylineSceneLayer now has one color per chain
author Sebastien Jodogne <s.jodogne@gmail.com>
date Tue, 28 May 2019 15:58:21 +0200
parents 1e26bb5f2a02
children 1091b2adeb5a
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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 "OpenGLBasicPolylineRenderer.h"

#include "../../OpenGL/OpenGLIncludes.h"

namespace OrthancStone
{
  namespace Internals
  {
    OpenGLBasicPolylineRenderer::OpenGLBasicPolylineRenderer(OpenGL::IOpenGLContext& context,
                                                             const PolylineSceneLayer& layer) :
      context_(context)
    {
      layer_.Copy(layer);
    }


    void OpenGLBasicPolylineRenderer::Render(const AffineTransform2D& transform)
    {
      AffineTransform2D t = AffineTransform2D::Combine(
        AffineTransform2D::CreateOpenGLClipspace(context_.GetCanvasWidth(), context_.GetCanvasHeight()),
        transform);

      glUseProgram(0);

      glBegin(GL_LINES);

      for (size_t i = 0; i < layer_.GetChainsCount(); i++)
      {
        const Color& color = layer_.GetColor(i);
        glColor3ub(color.GetRed(), color.GetGreen(), color.GetBlue());

        const PolylineSceneLayer::Chain& chain = layer_.GetChain(i);

        if (chain.size() > 1)
        {
          ScenePoint2D previous = chain[0].Apply(t);

          for (size_t j = 1; j < chain.size(); j++)
          {
            ScenePoint2D p = chain[j].Apply(t);

            glVertex2f(static_cast<GLfloat>(previous.GetX()),
                       static_cast<GLfloat>(previous.GetY()));
            glVertex2f(static_cast<GLfloat>(p.GetX()), 
                       static_cast<GLfloat>(p.GetY()));

            previous = p;
          }

          if (layer_.IsClosedChain(i))
          {
            ScenePoint2D p = chain[0].Apply(t);

            glVertex2f(static_cast<GLfloat>(previous.GetX()),
                       static_cast<GLfloat>(previous.GetY()));
            glVertex2f(static_cast<GLfloat>(p.GetX()),
                       static_cast<GLfloat>(p.GetY()));
          }
        }
      }

      glEnd();
    }


    void OpenGLBasicPolylineRenderer::Update(const ISceneLayer& layer)
    {
      layer_.Copy(dynamic_cast<const PolylineSceneLayer&>(layer));
    }
  }
}