view Framework/Scene2D/Internals/OpenGLLookupTableTextureRenderer.h @ 1239:ce3052f28f2e toa2019122001

Added a lazy size update system in WebAssemblyOpenGLViewport::Refresh
author Benjamin Golinvaux <bgo@osimis.io>
date Fri, 20 Dec 2019 15:44:20 +0100
parents 6e888cf6a48b
children 2d8ab34c8c91
line wrap: on
line source

/**
 * 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 "OpenGLColorTextureProgram.h"
#include "CompositorHelper.h"
#include "../LookupTableTextureSceneLayer.h"

#include <Core/Images/Image.h>

namespace OrthancStone
{
  namespace Internals
  {
    class OpenGLLookupTableTextureRenderer : public CompositorHelper::ILayerRenderer
    {
    private:
      OpenGL::IOpenGLContext&                context_;
      OpenGLColorTextureProgram&             program_;
      std::auto_ptr<OpenGL::OpenGLTexture>   glTexture_;
      std::auto_ptr<Orthanc::Image>          texture_;
      AffineTransform2D                      layerTransform_;

      void LoadTexture(const LookupTableTextureSceneLayer& layer);

    public:
      OpenGLLookupTableTextureRenderer(
        OpenGL::IOpenGLContext&             context,
        OpenGLColorTextureProgram&          program,
        const LookupTableTextureSceneLayer& layer);

      virtual void Render(const AffineTransform2D& transform,
                          unsigned int canvasWidth,
                          unsigned int canvasHeight);

      virtual void Update(const ISceneLayer& layer);
    };
  }
}