Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLFloatTextureProgram.h @ 975:e75fd08d6c75 toa2019083101
Cleaning in ICallable + changed fingerprint to plain char array to allow for
dead object examination + additional check in FetchContext callback to avoid
the unexplained rogue callbacks I have seen + protection in LoaderStateMachine::HandleSuccessMessage
in case things go wrong anyway
author | Benjamin Golinvaux <bgo@osimis.io> |
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date | Sat, 31 Aug 2019 13:45:04 +0200 |
parents | 1091b2adeb5a |
children | 2d8ab34c8c91 |
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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 "OpenGLTextureProgram.h" namespace OrthancStone { namespace Internals { class OpenGLFloatTextureProgram : public boost::noncopyable { public: class Data : public boost::noncopyable { private: OpenGL::OpenGLTexture texture_; float offset_; float slope_; public: Data(OpenGL::IOpenGLContext& context, const Orthanc::ImageAccessor& texture, bool isLinearInterpolation); float GetOffset() const { return offset_; } float GetSlope() const { return slope_; } OpenGL::OpenGLTexture& GetTexture() { return texture_; } }; public: OpenGLFloatTextureProgram(OpenGL::IOpenGLContext& context); void Apply(Data& data, const AffineTransform2D& transform, float windowCenter, float windowWidth, bool invert); private: OpenGLTextureProgram program_; OpenGL::IOpenGLContext& context_; }; } }