Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/Internals/OpenGLTextRenderer.cpp @ 2093:c336e07b675c dicom-sr
refactoring
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Wed, 08 Nov 2023 12:37:42 +0100 |
parents | 07964689cb0b |
children | c23eef785569 |
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/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2023 Osimis S.A., Belgium * Copyright (C) 2021-2023 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 "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, canvasWidth, canvasHeight); } } void OpenGLTextRenderer::Update(const ISceneLayer& layer) { LoadLayer(dynamic_cast<const TextSceneLayer&>(layer)); } } }