view OrthancStone/Sources/OpenGL/ImageProcessingProgram.h @ 2102:9f7604d6b581 deep-learning

integration mainline->deep-learning
author Sebastien Jodogne <s.jodogne@gmail.com>
date Tue, 14 Nov 2023 11:45:17 +0100
parents 4e31d76c7ecd
children
line wrap: on
line source

/**
 * Stone of Orthanc
 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
 * Department, University Hospital of Liege, Belgium
 * Copyright (C) 2017-2022 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/>.
 **/


#pragma once

#include "OpenGLProgram.h"


namespace OrthancStone
{
  namespace OpenGL
  {
    class OpenGLFramebuffer;
    class OpenGLTexture;
    class OpenGLTextureArray;
    class OpenGLTextureVolume;

    class ImageProcessingProgram : public boost::noncopyable
    {
    private:
      OpenGLProgram  program_;
      GLuint         quad_vertexbuffer;

      void SetupPosition();

    public:
      ImageProcessingProgram(IOpenGLContext& context,
                             const std::string& fragmentShader,
                             bool addUniformZ /* for 3D texture sampling */);

      ~ImageProcessingProgram();

      void Use(OpenGLTexture& target,
               OpenGLFramebuffer& framebuffer,
               bool checkStatus);

      void Use(OpenGLTextureArray& target,
               unsigned int targetLayer,
               OpenGLFramebuffer& framebuffer,
               bool checkStatus);

      void Use(OpenGLTextureVolume& volume,
               unsigned int z,
               OpenGLFramebuffer& framebuffer,
               bool checkStatus);

      void Render();

      GLint GetUniformLocation(const std::string& name)
      {
        return program_.GetUniformLocation(name);
      }

      GLint GetAttributeLocation(const std::string& name)
      {
        return program_.GetAttributeLocation(name);
      }
    };
  }
}