Mercurial > hg > orthanc-stone
view OrthancStone/Sources/OpenGL/OpenGLProgram.h @ 2078:fdb012c86a75 deep-learning
integration mainline->deep-learning
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Wed, 12 Jul 2023 21:21:11 +0200 |
parents | 8bb8d9c0cfd0 07964689cb0b |
children | de049fd88697 |
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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) 2021-2023 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 "OpenGLIncludes.h" #include <string> #include <boost/noncopyable.hpp> namespace OrthancStone { namespace OpenGL { class IOpenGLContext; class OpenGLProgram : public boost::noncopyable { private: OpenGL::IOpenGLContext& context_; GLuint program_; public: // WARNING: A global OpenGL context must be active to create this object! // the context is only passed so that it can be checked for loss // when destructing the program resource explicit OpenGLProgram(OpenGL::IOpenGLContext& context); ~OpenGLProgram(); // WARNING: Setting "checkStatus" to "true" impacts performance: // Calling "glGetError()" seems like a costly operation in WebGL void Use(bool checkStatus); // WARNING: A global OpenGL context must be active to run this method! void CompileShaders(const std::string& vertexCode, const std::string& fragmentCode); GLint GetUniformLocation(const std::string& name); GLint GetAttributeLocation(const std::string& name); }; } }