120 lines
4.0 KiB
C++
120 lines
4.0 KiB
C++
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2012, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDED_GLWINDOW3D_H
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#define INCLUDED_GLWINDOW3D_H
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//----------------------------------------------------------------------------
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//
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// class GlWindow3d -- reconstructs deep image in a 3D OpenGl window
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//
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//----------------------------------------------------------------------------
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#include "namespaceAlias.h"
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#include <stdio.h>
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#include <math.h>
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#include <FL/Fl.H>
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#include <FL/Fl_Window.H>
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#include <FL/Fl_Gl_Window.H>
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#include <FL/gl.h>
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#include <ImfRgba.h>
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#include <ImfArray.h>
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#include <ImfNamespace.h>
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#define FPS (1.0/24.0) // frames per second
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class GlWindow : public Fl_Gl_Window
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{
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public:
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GlWindow (int x,int y,
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int w,int h,
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const char *l,
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const IMF::Rgba pixels[],
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float* dataZ[],
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unsigned int sampleCount[],
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int dx, int dy, // data window
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float zmax, float zmin,
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float farPlane // zfar plane in Deep 3D window
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);
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~GlWindow ();
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void Perspective (GLdouble focal, GLdouble aspect,
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GLdouble zNear, GLdouble zFar);
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void ReshapeViewport();
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void GlInit();
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void draw();
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int handle (int event);
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protected:
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const IMF::Rgba * _rawPixels;
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float** _dataZ;
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unsigned int * _sampleCount;
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int _dx;
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int _dy;
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float _zmax;
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float _zmin;
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float _farPlane;
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private:
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double _zoom;
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double _translateX;
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double _translateY;
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double _scaleZ;
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double _fitTran;
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double _fitScale;
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double _elevation; // for rotation
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double _azimuth; // for rotation
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int _mouseX;
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int _mouseY;
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int _mouseStartX;
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int _mouseStartY;
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int _inverted; // for rotation
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int _displayFactor; // for display pixel samples
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// TIMER CALLBACK
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// Handles rotation of the object
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//
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static void Timer_CallBack (void *data)
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{
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GlWindow *glwin = (GlWindow*)data;
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glwin->redraw();
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Fl::repeat_timeout(FPS, Timer_CallBack, data);
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}
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};
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#endif
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