Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/Internals/OpenGLColorTextureRenderer.cpp @ 1919:ed4831e08961
added DicomInstanceParameters::CreateOverlayTexture()
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Mon, 21 Mar 2022 15:50:29 +0100 |
parents | 7053b8a0aaec |
children | 07964689cb0b |
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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 "OpenGLColorTextureRenderer.h" namespace OrthancStone { namespace Internals { void OpenGLColorTextureRenderer::LoadTexture(const ColorTextureSceneLayer& layer) { if (!context_.IsContextLost()) { context_.MakeCurrent(); texture_.reset(new OpenGL::OpenGLTexture(context_)); texture_->Load(layer.GetTexture(), layer.IsLinearInterpolation()); layerTransform_ = layer.GetTransform(); } } OpenGLColorTextureRenderer::OpenGLColorTextureRenderer(OpenGL::IOpenGLContext& context, OpenGLColorTextureProgram& program, const ColorTextureSceneLayer& layer) : context_(context), program_(program) { LoadTexture(layer); } void OpenGLColorTextureRenderer::Render(const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight) { if (!context_.IsContextLost() && texture_.get() != NULL) { program_.Apply(*texture_, AffineTransform2D::Combine(transform, layerTransform_), canvasWidth, canvasHeight, true); } } void OpenGLColorTextureRenderer::Update(const ISceneLayer& layer) { // Should never happen (no revisions in color textures) LoadTexture(dynamic_cast<const ColorTextureSceneLayer&>(layer)); } } }