Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLTextRenderer.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 "OpenGLTextRenderer.h" namespace OrthancStone { namespace Internals { void OpenGLTextRenderer::LoadLayer(const TextSceneLayer& layer) { if (!context_.IsContextLost()) data_.reset(new OpenGLTextProgram::Data(context_, alphabet_, layer)); else data_.reset(NULL); } OpenGLTextRenderer::OpenGLTextRenderer(OpenGL::IOpenGLContext& context, OpenGLTextProgram& program, const GlyphTextureAlphabet& alphabet, OpenGL::OpenGLTexture& texture, const TextSceneLayer& layer) : context_(context), program_(program), alphabet_(alphabet), texture_(texture) { LoadLayer(layer); } void OpenGLTextRenderer::Render(const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight) { if (!context_.IsContextLost() && data_.get() != NULL) { program_.Apply(texture_, *data_, transform); } } void OpenGLTextRenderer::Update(const ISceneLayer& layer) { LoadLayer(dynamic_cast<const TextSceneLayer&>(layer)); } } }