Mercurial > hg > orthanc-stone
view Framework/Scene2D/LookupTableStyleConfigurator.h @ 1027:dd8ff977aaf2
remove wrong comment
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Wed, 02 Oct 2019 12:40:33 +0200 |
parents | aead999345e0 |
children | 287ec78f63b4 |
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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/>. **/ #pragma once #include "ILayerStyleConfigurator.h" #include <EmbeddedResources.h> namespace OrthancStone { /** This configurator supplies an API to set a display range and a LUT. */ class LookupTableStyleConfigurator : public ILayerStyleConfigurator { private: uint64_t revision_; bool hasLut_; std::string lut_; bool hasRange_; float minValue_; float maxValue_; public: LookupTableStyleConfigurator(); void SetLookupTable(Orthanc::EmbeddedResources::FileResourceId resource); void SetLookupTable(const std::string& lut); void SetRange(float minValue, float maxValue); virtual uint64_t GetRevision() const { return revision_; } virtual TextureBaseSceneLayer* CreateTextureFromImage(const Orthanc::ImageAccessor& image) const; virtual TextureBaseSceneLayer* CreateTextureFromDicom(const Orthanc::ImageAccessor& frame, const DicomInstanceParameters& parameters) const { return parameters.CreateLookupTableTexture(frame); } virtual void ApplyStyle(ISceneLayer& layer) const; }; }