/////////////////////////////////////////////////////////////////////////// // // 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. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_GLWINDOW3D_H #define INCLUDED_GLWINDOW3D_H //---------------------------------------------------------------------------- // // class GlWindow3d -- reconstructs deep image in a 3D OpenGl window // //---------------------------------------------------------------------------- #include "namespaceAlias.h" #include #include #include #include #include #include #include #include #include #define FPS (1.0/24.0) // frames per second class GlWindow : public Fl_Gl_Window { public: 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, // data window float zmax, float zmin, float farPlane // zfar plane in Deep 3D window ); ~GlWindow (); void Perspective (GLdouble focal, GLdouble aspect, GLdouble zNear, GLdouble zFar); void ReshapeViewport(); void GlInit(); void draw(); int handle (int event); protected: const IMF::Rgba * _rawPixels; float** _dataZ; unsigned int * _sampleCount; int _dx; int _dy; float _zmax; float _zmin; float _farPlane; private: double _zoom; double _translateX; double _translateY; double _scaleZ; double _fitTran; double _fitScale; double _elevation; // for rotation double _azimuth; // for rotation int _mouseX; int _mouseY; int _mouseStartX; int _mouseStartY; int _inverted; // for rotation int _displayFactor; // for display pixel samples // TIMER CALLBACK // Handles rotation of the object // static void Timer_CallBack (void *data) { GlWindow *glwin = (GlWindow*)data; glwin->redraw(); Fl::repeat_timeout(FPS, Timer_CallBack, data); } }; #endif