Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/Internals/OpenGLTextProgram.cpp @ 2063:b6b5e1ca1cc2 deep-learning
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author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Wed, 03 May 2023 22:00:38 +0200 |
parents | 8bb8d9c0cfd0 |
children | fdb012c86a75 |
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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 "OpenGLTextProgram.h" #include "OpenGLShaderVersionDirective.h" #include "../../Fonts/OpenGLTextCoordinates.h" #include <Logging.h> #include <OrthancException.h> static const unsigned int COMPONENTS = 2; static const char* VERTEX_SHADER = ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE "attribute vec2 a_texcoord; \n" "attribute vec4 a_position; \n" "uniform mat4 u_matrix; \n" "varying vec2 v_texcoord; \n" "void main() \n" "{ \n" " gl_Position = u_matrix * a_position; \n" " v_texcoord = a_texcoord; \n" "}"; static const char* FRAGMENT_SHADER = ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE "uniform sampler2D u_texture; \n" "uniform vec3 u_color; \n" "varying vec2 v_texcoord; \n" "void main() \n" "{ \n" " vec4 v = texture2D(u_texture, v_texcoord); \n" " gl_FragColor = vec4(u_color * v.w, v.w); \n" // Premultiplied alpha "}"; namespace OrthancStone { namespace Internals { OpenGLTextProgram::OpenGLTextProgram(OpenGL::IOpenGLContext& context) : context_(context) { if (!context_.IsContextLost()) { context_.MakeCurrent(); program_.reset(new OpenGL::OpenGLProgram(context_)); program_->CompileShaders(VERTEX_SHADER, FRAGMENT_SHADER); positionLocation_ = program_->GetAttributeLocation("a_position"); textureLocation_ = program_->GetAttributeLocation("a_texcoord"); } } OpenGLTextProgram::Data::Data(OpenGL::IOpenGLContext& context, const GlyphTextureAlphabet& alphabet, const TextSceneLayer& layer) : context_(context), red_(layer.GetColor().GetRedAsFloat()), green_(layer.GetColor().GetGreenAsFloat()), blue_(layer.GetColor().GetBlueAsFloat()), x_(layer.GetX()), y_(layer.GetY()), border_(layer.GetBorder()), anchor_(layer.GetAnchor()) { OpenGL::OpenGLTextCoordinates coordinates(alphabet, layer.GetText()); textWidth_ = coordinates.GetTextWidth(); textHeight_ = coordinates.GetTextHeight(); if (coordinates.IsEmpty()) { coordinatesCount_ = 0; } else { coordinatesCount_ = coordinates.GetRenderingCoords().size(); if (!context_.IsContextLost()) { context_.MakeCurrent(); glGenBuffers(2, buffers_); ORTHANC_OPENGL_CHECK("glGenBuffers"); glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]); ORTHANC_OPENGL_CHECK("glBindBuffer"); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * coordinatesCount_, &coordinates.GetRenderingCoords()[0], GL_STATIC_DRAW); ORTHANC_OPENGL_CHECK("glBufferData"); glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]); ORTHANC_OPENGL_CHECK("glBindBuffer"); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * coordinatesCount_, &coordinates.GetTextureCoords()[0], GL_STATIC_DRAW); ORTHANC_OPENGL_CHECK("glBufferData"); } } } OpenGLTextProgram::Data::~Data() { if (!context_.IsContextLost() && !IsEmpty()) { try { context_.MakeCurrent(); ORTHANC_OPENGL_TRACE_CURRENT_CONTEXT("About to call glDeleteBuffers"); glDeleteBuffers(2, buffers_); ORTHANC_OPENGL_CHECK("glDeleteBuffers"); } catch (const Orthanc::OrthancException& e) { if (e.HasDetails()) { LOG(ERROR) << "OrthancException in ~Data: " << e.What() << " Details: " << e.GetDetails(); } else { LOG(ERROR) << "OrthancException in ~Data: " << e.What(); } } catch (const std::exception& e) { LOG(ERROR) << "std::exception in ~Data: " << e.what(); } catch (...) { LOG(ERROR) << "Unknown exception in ~Data"; } } } GLuint OpenGLTextProgram::Data::GetSceneLocationsBuffer() const { if (IsEmpty()) { LOG(ERROR) << "OpenGLTextProgram::Data::GetSceneLocationsBuffer(): (IsEmpty())"; throw Orthanc::OrthancException(Orthanc::ErrorCode_BadSequenceOfCalls); } else { return buffers_[0]; } } GLuint OpenGLTextProgram::Data::GetTextureLocationsBuffer() const { if (IsEmpty()) { LOG(ERROR) << "OpenGLTextProgram::Data::GetTextureLocationsBuffer(): (IsEmpty())"; throw Orthanc::OrthancException(Orthanc::ErrorCode_BadSequenceOfCalls); } else { return buffers_[1]; } } void OpenGLTextProgram::Apply(OpenGL::OpenGLTexture& fontTexture, const Data& data, const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight) { if (!context_.IsContextLost() && !data.IsEmpty()) { context_.MakeCurrent(); program_->Use(true); double dx, dy; // In pixels ComputeAnchorTranslation(dx, dy, data.GetAnchor(), data.GetTextWidth(), data.GetTextHeight(), static_cast<unsigned int>(data.GetBorder())); double x = data.GetX(); double y = data.GetY(); transform.Apply(x, y); const AffineTransform2D t = AffineTransform2D::CreateOffset(x + dx, y + dy); float m[16]; t.ConvertToOpenGLMatrix(m, canvasWidth, canvasHeight); fontTexture.Bind(program_->GetUniformLocation("u_texture")); glUniformMatrix4fv(program_->GetUniformLocation("u_matrix"), 1, GL_FALSE, m); glUniform3f(program_->GetUniformLocation("u_color"), data.GetRed(), data.GetGreen(), data.GetBlue()); glBindBuffer(GL_ARRAY_BUFFER, data.GetSceneLocationsBuffer()); glEnableVertexAttribArray(positionLocation_); glVertexAttribPointer(positionLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, data.GetTextureLocationsBuffer()); glEnableVertexAttribArray(textureLocation_); glVertexAttribPointer(textureLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(data.GetCoordinatesCount() / COMPONENTS)); glDisable(GL_BLEND); glDisableVertexAttribArray(positionLocation_); glDisableVertexAttribArray(textureLocation_); } } } }