Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/FloatTextureSceneLayer.h @ 2154:f8cbfd7175c3
fix parsing of structure sets
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 27 Sep 2024 15:05:41 +0200 |
parents | 16c01cc201e7 |
children |
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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) 2021-2024 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/>. **/ #pragma once #include "TextureBaseSceneLayer.h" namespace OrthancStone { class FloatTextureSceneLayer : public TextureBaseSceneLayer { private: ImageWindowing windowing_; float customCenter_; float customWidth_; bool inverted_; bool applyLog_; bool isRangeComputed_; float minValue_; float maxValue_; public: // The pixel format must be convertible to "Float32" explicit FloatTextureSceneLayer(const Orthanc::ImageAccessor& texture); void SetWindowing(ImageWindowing windowing); void SetCustomWindowing(float customCenter, float customWidth); void GetWindowing(float& targetCenter, float& targetWidth) const; ImageWindowing GetWindowingType() const { return windowing_; } // To achieve MONOCHROME1 photometric interpretation void SetInverted(bool inverted); bool IsInverted() const { return inverted_; } void FitRange(); void SetApplyLog(bool apply); bool IsApplyLog() const { return applyLog_; } void GetRange(float& minValue, float& maxValue); virtual ISceneLayer* Clone() const ORTHANC_OVERRIDE; virtual Type GetType() const ORTHANC_OVERRIDE { return Type_FloatTexture; } }; }