view Framework/Scene2D/Internals/OpenGLFloatTextureRenderer.cpp @ 772:cfb4d39065a4 am-dev

fix windowing + save windowing
author Alain Mazy <alain@mazy.be>
date Fri, 24 May 2019 11:05:06 +0200
parents 9807ed3d3e03
children 6e888cf6a48b
line wrap: on
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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 "OpenGLFloatTextureRenderer.h"

namespace OrthancStone
{
  namespace Internals
  {
    void OpenGLFloatTextureRenderer::UpdateInternal(const FloatTextureSceneLayer& layer,
                                                    bool loadTexture)
    {
      if (loadTexture)
      {
        context_.MakeCurrent();
        texture_.reset(new OpenGLFloatTextureProgram::Data(layer.GetTexture(), layer.IsLinearInterpolation()));
      }

      layerTransform_ = layer.GetTransform();
      layer.GetWindowing(windowCenter_, windowWidth_);
    }


    OpenGLFloatTextureRenderer::OpenGLFloatTextureRenderer(OpenGL::IOpenGLContext& context,
                                                           OpenGLFloatTextureProgram& program,
                                                           const FloatTextureSceneLayer& layer) :
      context_(context),
      program_(program)
    {
      UpdateInternal(layer, true);
    }


    void OpenGLFloatTextureRenderer::Render(const AffineTransform2D& transform)
    {
      if (texture_.get() != NULL)
      {
        program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), 
                       windowCenter_, windowWidth_);
      }
    }


    void OpenGLFloatTextureRenderer::Update(const ISceneLayer& layer)
    {
      UpdateInternal(dynamic_cast<const FloatTextureSceneLayer&>(layer), false);
    }
  }
}