DicomRenderer class

GPU-accelerated DICOM image renderer.

This tool handles the complete rendering pipeline:

  1. Compiles the GLSL fragment shader on first use.
  2. Packs 16-bit pixel data into an 8-bit RGBA texture.
  3. Applies windowing, Hounsfield transform, colorization, and inversion on the GPU.

Use render for a one-call render-to-ui.Image, or use createTexture and renderToImage separately when you need to reuse the texture across many windowing settings.

Constructors

DicomRenderer({DicomColorMap colorMap = DicomColorMap.grayscale, bool invert = false})
Creates a renderer.

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
shader → Future<FragmentShader?>
Ensures the fragment shader has been compiled.
no setter

Methods

createTexture(DicomParseResult result, {double? windowCenter, double? windowWidth, bool applyWindowing = false}) → Future<Image>
Packs 16-bit DICOM pixel data into an 8-bit RGBA ui.Image texture.
dispose() → void
Releases the compiled shader. Call when the renderer is no longer needed.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
render(DicomParseResult result, {double? windowCenter, double? windowWidth, DicomColorMap? colorMap, bool? invert, int rotationSteps = 0}) → Future<Image>
Renders a DICOM frame to a ui.Image in a single call.
renderToImage(DicomParseResult result, Image texture, {double? windowCenter, double? windowWidth, DicomColorMap? colorMap, bool? invert, int rotationSteps = 0}) → Future<Image>
Renders an already-created texture to a new ui.Image.
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited