Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/FloatTextureSceneLayer.h @ 1533:82279abb92d0
GrayscaleWindowingSceneTracker
author | Sebastien Jodogne <s.jodogne@gmail.com> |
---|---|
date | Fri, 07 Aug 2020 15:55:59 +0200 |
parents | 244ad1e4e76a |
children | 85e117739eca |
line wrap: on
line source
/** * 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 FloatTextureSceneLayer : public TextureBaseSceneLayer { private: ImageWindowing windowing_; float customCenter_; float customWidth_; bool inverted_; bool applyLog_; bool isRangeComputed_; float minValue_; float maxValue_; public: // The pixel format must be convertible to "Float32" FloatTextureSceneLayer(const Orthanc::ImageAccessor& texture); void SetWindowing(ImageWindowing windowing); void SetCustomWindowing(float customCenter, float customWidth); void GetWindowing(float& targetCenter, float& targetWidth) const; ImageWindowing GetWindowingType() const { return windowing_; } // To achieve MONOCHROME1 photometric interpretation void SetInverted(bool inverted); bool IsInverted() const { return inverted_; } void FitRange(); void SetApplyLog(bool apply); bool IsApplyLog() const { return applyLog_; } void GetRange(float& minValue, float& maxValue); virtual ISceneLayer* Clone() const; virtual Type GetType() const { return Type_FloatTexture; } }; }