Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLLookupTableTextureRenderer.h @ 1305:a5326ce4f24b broker
Trackers and measuring tools now use the viewport instead of ViewportController, so that proper locks can be used
author | Benjamin Golinvaux <bgo@osimis.io> |
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date | Wed, 04 Mar 2020 09:45:38 +0100 |
parents | 2d8ab34c8c91 |
children | 8a0a62189f46 |
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/** * 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 "OpenGLColorTextureProgram.h" #include "CompositorHelper.h" #include "../LookupTableTextureSceneLayer.h" #include <Core/Images/Image.h> namespace OrthancStone { namespace Internals { class OpenGLLookupTableTextureRenderer : public CompositorHelper::ILayerRenderer { private: OpenGL::IOpenGLContext& context_; OpenGLColorTextureProgram& program_; std::auto_ptr<OpenGL::OpenGLTexture> glTexture_; std::auto_ptr<Orthanc::Image> texture_; AffineTransform2D layerTransform_; void LoadTexture(const LookupTableTextureSceneLayer& layer); public: OpenGLLookupTableTextureRenderer( OpenGL::IOpenGLContext& context, OpenGLColorTextureProgram& program, const LookupTableTextureSceneLayer& layer); virtual void Render(const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight); virtual void Update(const ISceneLayer& layer); }; } }