Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLTextureProgram.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 c38c89684d83 |
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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 "../../OpenGL/IOpenGLContext.h" #include "../../OpenGL/OpenGLProgram.h" #include "../../OpenGL/OpenGLTexture.h" #include "../../Toolbox/AffineTransform2D.h" namespace OrthancStone { namespace Internals { class OpenGLTextureProgram : public boost::noncopyable { private: OpenGL::IOpenGLContext& context_; std::auto_ptr<OpenGL::OpenGLProgram> program_; GLint positionLocation_; GLint textureLocation_; GLuint buffers_[2]; void InitializeExecution(OpenGL::OpenGLTexture& texture, const AffineTransform2D& transform); void FinalizeExecution(); public: OpenGLTextureProgram(OpenGL::IOpenGLContext& context, const char* fragmentShader); ~OpenGLTextureProgram(); class Execution : public boost::noncopyable { private: OpenGLTextureProgram& that_; public: Execution(OpenGLTextureProgram& that, OpenGL::OpenGLTexture& texture, const AffineTransform2D& transform) : that_(that) { that_.InitializeExecution(texture, transform); } ~Execution() { that_.FinalizeExecution(); } void DrawTriangles(); GLint GetUniformLocation(const std::string& name) { return that_.program_->GetUniformLocation(name); } }; }; } }