Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLColorTextureProgram.cpp @ 956:a7351ad54960
Made IsContextLost automatically set the flag by checking with the emscripten
WebGL wrapper + added a LOT of logging messages right before throwing
ErrorCode_BadSequenceOfCalls exceptions + increased the http request timeouts
from 60 to 600 sec (big datasets in some recent customer use cases) + added
IsContext lost through the Viewport/Context layer (to make it reachable from
external API) + the same for the underlying device context (for debug)
author | Benjamin Golinvaux <bgo@osimis.io> |
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date | Wed, 21 Aug 2019 16:16:30 +0200 |
parents | 1091b2adeb5a |
children | 2d8ab34c8c91 |
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/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2019 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/>. **/ #include "OpenGLColorTextureProgram.h" #include "OpenGLShaderVersionDirective.h" static const char* FRAGMENT_SHADER = ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE "uniform sampler2D u_texture; \n" "varying vec2 v_texcoord; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D(u_texture, v_texcoord); \n" "}"; namespace OrthancStone { namespace Internals { OpenGLColorTextureProgram::OpenGLColorTextureProgram(OpenGL::IOpenGLContext& context) : program_(context, FRAGMENT_SHADER) , context_(context) { } void OpenGLColorTextureProgram::Apply(OpenGL::OpenGLTexture& texture, const AffineTransform2D& transform, bool useAlpha) { if (!context_.IsContextLost()) { OpenGLTextureProgram::Execution execution(program_, texture, transform); if (useAlpha) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); execution.DrawTriangles(); glDisable(GL_BLEND); } else { execution.DrawTriangles(); } } } } }