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2022-04-07 18:46:57 +02:00
///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2012, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
//
// class GlWindow3d -- reconstructs deep image in a 3D OpenGl window
//
//----------------------------------------------------------------------------
#include "GlWindow3d.h"
#include <FL/fl_draw.H>
#include <string.h>
#include <algorithm>
using std::max;
using std::min;
using std::cout;
using std::endl;
using std::cerr;
GlWindow::GlWindow (int x,int y,
int w,int h,
const char *l,
const IMF::Rgba pixels[],
float* dataZ[],
unsigned int sampleCount[],
int dx, int dy,
float zmax, float zmin,
float farPlane)
:
Fl_Gl_Window (x,y,w,h,l),
_rawPixels (pixels),
_dataZ (dataZ),
_sampleCount (sampleCount),
_dx (dx),
_dy (dy),
_zmax (zmax),
_zmin (zmin),
_farPlane (farPlane)
{
Fl::add_timeout (FPS, Timer_CallBack, (void*)this); // 24fps timer
// check zmax and zmin
if (zmax < zmin)
{
cerr << "z max: "<< zmax << ", z min: " << zmin << endl;
cerr << "z value bound error" << endl;
exit(1);
}
_fitTran = -(_zmax + _zmin) / 2.0;
_fitScale = 1.0;
if (_zmax != _zmin)
_fitScale = 1.0 / (_zmax - _zmin);
}
GlWindow::~GlWindow ()
{
for (int y = 0; y < _dy; y++)
{
for (int x = 0; x < _dx; x++)
{
delete _dataZ[y * _dx + x];
}
}
delete [] _sampleCount;
delete [] _rawPixels;
}
void
GlWindow::Perspective (GLdouble focal, GLdouble aspect,
GLdouble zNear, GLdouble zFar)
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan (focal * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum (xmin, xmax, ymin, ymax, zNear, zFar);
}
void
GlWindow::ReshapeViewport()
{
glViewport (0, 0, w(), h());
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = w() / h();
Perspective(min (max (30.0 + _zoom, 1.0), 179.0),
1.0 * ratio, 1.0, _farPlane);
glTranslatef(0.0, 0.0, -8.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
}
void
GlWindow::GlInit()
{
glShadeModel (GL_FLAT);
_zoom = 0;
_translateX = 0;
_translateY = 0;
_scaleZ = 1.0;
_elevation = 0;
_azimuth = 0;
_inverted = 0;
_displayFactor = 1;
}
void
drawRefPlan()
{
glBegin (GL_LINES);
glColor3f (0.6, 0.6, 0.6);
for (int i = 0; i <= 10; i++)
{
glVertex3f (1.0 - 0.2 * i, 0.0, 1.0);
glVertex3f (1.0 - 0.2 * i, 0.0, -1.0);
glVertex3f (1.0, 0.0, 1.0 - 0.2 * i);
glVertex3f (-1.0, 0.0, 1.0 - 0.2 * i);
}
glEnd();
glBegin (GL_LINES);
glColor3f (0.3, 0.3, 0.3);
glVertex3f (0.0, 0.0, 1.0);
glVertex3f (0.0, 0.0, -1.0);
glVertex3f (1.0, 0.0, 0.0);
glVertex3f (-1.0, 0.0, 0.0);
glEnd();
}
void
drawCoord()
{
glBegin (GL_LINES);
glColor3f (0.0, 0.0, 1.0);
glVertex3f (-1.0, 0.0, 1.0);
glVertex3f (-1.0, 0.0, 0.8);
glColor3f (1.0, 0.0, 0.0);
glVertex3f (-1.0, 0.0, 1.0);
glVertex3f (-0.8, 0.0, 1.0);
glColor3f (0.0, 1.0, 0.0);
glVertex3f (-1.0, 0.0, 1.0);
glVertex3f (-1.0, 0.2, 1.0);
glEnd();
glPointSize(6);
glBegin (GL_POINTS);
glColor3f (1.0, 1.0, 0.0);
glVertex3f (-1.0, 0.0, 1.0);
glColor3f (0.0, 0.0, 1.0);
glVertex3f (-1.0, 0.0, 0.8);
glColor3f (1.0, 0.0, 0.0);
glVertex3f (-0.8, 0.0, 1.0);
glColor3f (0.0, 1.0, 0.0);
glVertex3f (-1.0, 0.2, 1.0);
glEnd();
}
void
drawOutLine(float dx, float dy, float z)
{
glBegin (GL_LINE_LOOP);
glColor3f (0.6, 0.0, 0.6);
glVertex3f (0, 0, z);
glVertex3f (0, dy, z);
glVertex3f (dx, dy, z);
glVertex3f (dx, 0, z);
glEnd();
}
void
GlWindow::draw()
{
if ( !valid() )
{
valid (1);
GlInit();
}
ReshapeViewport();
glClearColor (.5,.5,.5, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef (_translateX, 0.0, 0.0);
glTranslatef (0.0, -_translateY, 0.0);
glRotatef (_elevation, 1.0, 0.0, 0.0);
glRotatef (_azimuth, 0.0, 1.0, 0.0);
// draw the reference plane
drawRefPlan();
// draw the coordinate
drawCoord();
// scale z value
glScalef (1.0, 1.0, _scaleZ);
// display the objects
// move the objects to the center of display
glScalef (1.0 / _dx, 1.0 / _dx, 1.0 / 2.0);
glTranslatef (-_dx / 2.0, -_dy / 2.0, 0.0);
glScalef (1.0, 1.0, _fitScale);
glTranslatef (0.0, 0.0, -_fitTran);
// loop dataZ to draw points
glPointSize (2);
glBegin (GL_POINTS);
glColor3f (0.0, 1.0, 1.0);
for (int y = 0; y < _dy; y++)
{
for (int x = 0; x < _dx; x++)
{
if( x % (10 * _displayFactor) == 0 && y % (10 * _displayFactor) == 0)
{
float* z = _dataZ[y * _dx + x];
unsigned int count = _sampleCount[y * _dx + x];
for (unsigned int i = 0; i < count; i++)
{
float val = z[i];
glVertex3f (float(x), _dy - float(y) -1, -val);
}
}
}
}
glEnd();
// draw the display window OutLine
drawOutLine (_dx, _dy, -(_zmax + _zmin) / 2.0);
// Check gl errors
GLenum err = glGetError();
if ( err != GL_NO_ERROR )
{
cerr << "GLGETERROR = " << (int)err << endl;
}
}
int
GlWindow::handle (int event)
{
if (Fl::event_button() == FL_LEFT_MOUSE)
{
switch (event)
{
case FL_PUSH:
_mouseStartX = Fl::event_x();
_mouseStartY = Fl::event_y();
if (fabs(_elevation) > 90.0)
{
_inverted = 1;
}
else
{
_inverted = 0;
}
break;
case FL_DRAG:
case FL_RELEASE:
{
int x = Fl::event_x();
int y = Fl::event_y();
if (_inverted)
{
_azimuth -= (double)(x - _mouseStartX) * 0.2;
}
else
{
_azimuth += (double)(x - _mouseStartX) * 0.2;
}
_elevation += (double)(y - _mouseStartY) * 0.2;
while (_elevation < -180.0)
_elevation += 360.0;
while (_elevation > 180.0)
_elevation -= 360.0;
_mouseStartX = x;
_mouseStartY = y;
break;
}
default:
break;
}
}
if ( Fl::event_button() == FL_MIDDLE_MOUSE )
{
switch (event)
{
case FL_PUSH:
fl_cursor (FL_CURSOR_MOVE);
break;
case FL_RELEASE:
fl_cursor (FL_CURSOR_DEFAULT);
break;
case FL_DRAG:
int x = Fl::event_x();
int y = Fl::event_y();
_translateX += (x - _mouseX) * 0.01;
_translateY += (y - _mouseY) * 0.01;
break;
}
}
if ( event == FL_DRAG && Fl::event_button() == FL_RIGHT_MOUSE )
{
int x = Fl::event_x();
int dx = x - _mouseX;
int delta = -dx;
_zoom += delta * 0.2;
}
_mouseX = Fl::event_x();
_mouseY = Fl::event_y();
if (event == FL_KEYUP)
{
const char* text = Fl::event_text();
if (!strcmp (text, "A")) //scale up
{
_scaleZ *= 1.2;
}
if (!strcmp (text, "S")) //scale down
{
_scaleZ /= 1.2;
}
if (!strcmp (text, "F")) //fit
{
GlInit();
}
if (!strcmp (text, "D")) //decrease pixel samples
{
_displayFactor *= 2;
if (_displayFactor > (_dx/10) || _displayFactor > (_dy/10) )
_displayFactor /= 2;
}
if (!strcmp (text, "C")) //increase pixel samples
{
_displayFactor /= 2;
if (_displayFactor < 1)
_displayFactor = 1;
}
}
return Fl_Gl_Window::handle (event);
}