view Framework/Scene2D/Internals/OpenGLFloatTextureRenderer.h @ 1491:c5627b8493f3

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author Sebastien Jodogne <s.jodogne@gmail.com>
date Wed, 24 Jun 2020 17:17:24 +0200
parents 8a0a62189f46
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/**
 * Stone of Orthanc
 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
 * Department, University Hospital of Liege, Belgium
 * Copyright (C) 2017-2020 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/>.
 **/


#pragma once

#include "CompositorHelper.h"
#include "OpenGLFloatTextureProgram.h"
#include "../FloatTextureSceneLayer.h"

namespace OrthancStone
{
  namespace Internals
  {
    class OpenGLFloatTextureRenderer : public CompositorHelper::ILayerRenderer
    {
    private:
      OpenGL::IOpenGLContext&                         context_;
      OpenGLFloatTextureProgram&                      program_;
      std::unique_ptr<OpenGLFloatTextureProgram::Data>  texture_;
      AffineTransform2D                               layerTransform_;
      float                                           windowCenter_;
      float                                           windowWidth_;
      bool                                            invert_;

      void UpdateInternal(const FloatTextureSceneLayer& layer,
                          bool loadTexture);

    public:
      OpenGLFloatTextureRenderer(OpenGL::IOpenGLContext& context,
                                 OpenGLFloatTextureProgram& program,
                                 const FloatTextureSceneLayer& layer);

      virtual void Render(const AffineTransform2D& transform,
                          unsigned int canvasWidth,
                          unsigned int canvasHeight);

      virtual void Update(const ISceneLayer& layer);
    };
  }
}