Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/Internals/OpenGLTextureProgram.cpp @ 1959:889892e51545
Fix handling of "token": The authorization header was not set in QIDO-RS requests
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Thu, 27 Oct 2022 17:09:28 +0200 |
parents | 7053b8a0aaec |
children | 8bb8d9c0cfd0 07964689cb0b |
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/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2022 Osimis S.A., Belgium * Copyright (C) 2021-2022 Sebastien Jodogne, ICTEAM UCLouvain, Belgium * * This program is free software: you can redistribute it and/or * modify it under the terms of the GNU Lesser 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this program. If not, see * <http://www.gnu.org/licenses/>. **/ #include "OpenGLTextureProgram.h" #include "OpenGLShaderVersionDirective.h" #include <OrthancException.h> static const unsigned int COMPONENTS = 2; static const unsigned int COUNT = 6; // 2 triangles in 2D static const char* VERTEX_SHADER = ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE "attribute vec2 a_texcoord; \n" "attribute vec4 a_position; \n" "uniform mat4 u_matrix; \n" "varying vec2 v_texcoord; \n" "void main() \n" "{ \n" " gl_Position = u_matrix * a_position; \n" " v_texcoord = a_texcoord; \n" "}"; namespace OrthancStone { namespace Internals { void OpenGLTextureProgram::InitializeExecution(OpenGL::OpenGLTexture& texture, const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight) { if (!context_.IsContextLost()) { context_.MakeCurrent(); program_->Use(); AffineTransform2D scale = AffineTransform2D::CreateScaling (texture.GetWidth(), texture.GetHeight()); AffineTransform2D t = AffineTransform2D::Combine(transform, scale); float m[16]; t.ConvertToOpenGLMatrix(m, canvasWidth, canvasHeight); texture.Bind(program_->GetUniformLocation("u_texture")); glUniformMatrix4fv(program_->GetUniformLocation("u_matrix"), 1, GL_FALSE, m); glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]); glEnableVertexAttribArray(positionLocation_); glVertexAttribPointer(positionLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]); glEnableVertexAttribArray(textureLocation_); glVertexAttribPointer(textureLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0); } } void OpenGLTextureProgram::FinalizeExecution() { if (!context_.IsContextLost()) { glDisableVertexAttribArray(positionLocation_); glDisableVertexAttribArray(textureLocation_); } } OpenGLTextureProgram::OpenGLTextureProgram(OpenGL::IOpenGLContext& context, const char* fragmentShader) : context_(context) { static const float POSITIONS[COMPONENTS * COUNT] = { 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1 }; if (!context_.IsContextLost()) { context_.MakeCurrent(); program_.reset(new OpenGL::OpenGLProgram(context_)); program_->CompileShaders(VERTEX_SHADER, fragmentShader); positionLocation_ = program_->GetAttributeLocation("a_position"); textureLocation_ = program_->GetAttributeLocation("a_texcoord"); glGenBuffers(2, buffers_); glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * COMPONENTS * COUNT, POSITIONS, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * COMPONENTS * COUNT, POSITIONS, GL_STATIC_DRAW); } } OpenGLTextureProgram::~OpenGLTextureProgram() { if (!context_.IsContextLost()) { ORTHANC_OPENGL_TRACE_CURRENT_CONTEXT("OpenGLTextureProgram::~OpenGLTextureProgram() | About to call glDeleteBuffers"); context_.MakeCurrent(); glDeleteBuffers(2, buffers_); } } void OpenGLTextureProgram::Execution::DrawTriangles() { if (!that_.context_.IsContextLost()) { glDrawArrays(GL_TRIANGLES, 0, COUNT); } } } }