Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/Internals/OpenGLFloatTextureRenderer.cpp @ 2031:a56f7ed0cdf9 deep-learning
integration mainline->deep-learning
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 23 Dec 2022 17:51:07 +0100 |
parents | 7053b8a0aaec |
children | 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 "OpenGLFloatTextureRenderer.h" #include <OrthancException.h> namespace OrthancStone { namespace Internals { void OpenGLFloatTextureRenderer::UpdateInternal(const FloatTextureSceneLayer& layer, bool loadTexture) { if (!context_.IsContextLost()) { if (loadTexture) { if (layer.IsApplyLog()) { throw Orthanc::OrthancException(Orthanc::ErrorCode_NotImplemented); } context_.MakeCurrent(); texture_.reset(new OpenGLFloatTextureProgram::Data( context_, layer.GetTexture(), layer.IsLinearInterpolation())); } layerTransform_ = layer.GetTransform(); layer.GetWindowing(windowCenter_, windowWidth_); invert_ = layer.IsInverted(); } } OpenGLFloatTextureRenderer::OpenGLFloatTextureRenderer(OpenGL::IOpenGLContext& context, OpenGLFloatTextureProgram& program, const FloatTextureSceneLayer& layer) : context_(context), program_(program) { UpdateInternal(layer, true); } void OpenGLFloatTextureRenderer::Render(const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight) { if (!context_.IsContextLost() && texture_.get() != NULL) { program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), canvasWidth, canvasHeight, windowCenter_, windowWidth_, invert_); } } void OpenGLFloatTextureRenderer::Update(const ISceneLayer& layer) { UpdateInternal(dynamic_cast<const FloatTextureSceneLayer&>(layer), false); } } }