Move all rendering logic to a single RenderingState.
This commit is contained in:
@@ -3,32 +3,13 @@
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#include <sstream>
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#include <iostream>
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#include "RenderingState.hpp"
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#include "utils.hpp"
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#include "visualisations.hpp"
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#include "Range.hpp"
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#include "glutils.hpp"
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using namespace fmri;
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static RenderingState& state = RenderingState::instance();
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/**
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* Static utility function to bind to GLUT.
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*
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* @param x
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* @param y
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*/
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static void handleMouseMove(int x, int y)
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{
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state.handleMouseAt(x, y);
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}
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/**
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* Static utility function to bind to GLUT.
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*
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* @param key
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*/
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static void handleKeys(unsigned char key, int, int)
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{
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state.handleKey(key);
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}
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static RenderingState &state = RenderingState::instance();
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static float getFPS()
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{
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@@ -100,7 +81,7 @@ void RenderingState::handleKey(unsigned char x)
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glutPostRedisplay();
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}
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std::string RenderingState::infoLine()
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std::string RenderingState::infoLine()const
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{
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std::stringstream buffer;
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buffer << "Pos(x,y,z) = (" << pos[0] << ", " << pos[1] << ", " << pos[2] << ")\n";
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@@ -119,7 +100,7 @@ void RenderingState::reset()
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angle[1] = 0;
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}
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void RenderingState::configureRenderingContext()
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void RenderingState::configureRenderingContext()const
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{
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glLoadIdentity();
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glRotatef(angle[1], 1, 0, 0);
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@@ -136,8 +117,24 @@ RenderingState &RenderingState::instance()
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void RenderingState::registerControls()
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{
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reset();
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glutPassiveMotionFunc(handleMouseMove);
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glutKeyboardFunc(handleKeys);
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glutPassiveMotionFunc([](int x, int y) {
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RenderingState::instance().handleMouseAt(x, y);
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});
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glutKeyboardFunc([](auto key, auto, auto) {
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RenderingState::instance().handleKey(key);
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});
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glutDisplayFunc([]() {
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float time = getAnimationStep(std::chrono::seconds(5));
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RenderingState::instance().render(time);
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});
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glutIdleFunc([]() {
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checkGLErrors();
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throttleIdleFunc();
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glutPostRedisplay();
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});
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glutSpecialFunc([](int key, int, int) {
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RenderingState::instance().handleSpecialKey(key);
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});
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}
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void RenderingState::handleMouseAt(int x, int y)
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@@ -150,3 +147,110 @@ void RenderingState::handleMouseAt(int x, int y)
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glutPostRedisplay();
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}
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void RenderingState::loadSimulationData(const std::map<string, LayerInfo> &info, vector<vector<LayerData>> &&data)
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{
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layerInfo = std::move(info);
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layerData = std::move(data);
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currentData = layerData.begin();
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updateVisualisers();
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}
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void RenderingState::updateVisualisers()
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{
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layerVisualisations.clear();
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interactionAnimations.clear();
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LayerData *prevState = nullptr;
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LayerVisualisation *prevVisualisation = nullptr;
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for (LayerData &layer : *currentData) {
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LayerVisualisation *visualisation = getVisualisationForLayer(layer, layerInfo.at(layer.name()));
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if (prevState && prevVisualisation && visualisation) {
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auto interaction = getActivityAnimation(*prevState, layer, layerInfo.at(layer.name()),
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prevVisualisation->nodePositions(), visualisation->nodePositions());
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interactionAnimations.emplace_back(interaction);
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}
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layerVisualisations.emplace_back(visualisation);
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prevVisualisation = visualisation;
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prevState = &layer;
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}
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glutPostRedisplay();
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}
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void RenderingState::render(float time) const
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{
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// Clear Color and Depth Buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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configureRenderingContext();
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glPushMatrix();
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glTranslatef(5 * currentData->size(), 0, 0);
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for (auto i : Range(currentData->size())) {
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glPushMatrix();
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renderLayerName(currentData->at(i).name());
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layerVisualisations[i]->render();
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if (i < interactionAnimations.size() && interactionAnimations[i]) {
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interactionAnimations[i]->draw(time);
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}
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glPopMatrix();
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glTranslatef(LAYER_X_OFFSET, 0, 0);
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}
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glPopMatrix();
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renderDebugInfo();
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glutSwapBuffers();
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}
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void RenderingState::renderDebugInfo() const
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{
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glLoadIdentity();
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setOrthographicProjection();
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glColor3f(1, 1, 0);
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renderText(infoLine(), 2, 10);
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restorePerspectiveProjection();
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}
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void RenderingState::renderLayerName(const std::string &name) const
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{
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glColor3f(0.5, 0.5, 0.5);
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auto layerName = name;
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layerName += ": ";
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layerName += LayerInfo::nameByType(layerInfo.at(name).type());
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renderText(layerName);
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glTranslatef(0, 0, -10);
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}
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void RenderingState::handleSpecialKey(int key)
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{
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switch (key) {
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case GLUT_KEY_LEFT:
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if (currentData == layerData.begin()) {
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currentData = layerData.end();
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}
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--currentData;
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updateVisualisers();
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break;
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case GLUT_KEY_RIGHT:
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++currentData;
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if (currentData == layerData.end()) {
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currentData = layerData.begin();
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}
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updateVisualisers();
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break;
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default:
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LOG(INFO) << "Received keystroke " << key;
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}
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}
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@@ -1,6 +1,10 @@
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#pragma once
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#include <string>
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#include "LayerInfo.hpp"
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#include "LayerData.hpp"
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#include "LayerVisualisation.hpp"
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#include "Animation.hpp"
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namespace fmri
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{
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@@ -15,7 +19,6 @@ namespace fmri
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* Reset the rendering state
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*/
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void reset();
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void configureRenderingContext();
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void registerControls();
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/**
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* GLUT mouse handler function
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@@ -28,16 +31,35 @@ namespace fmri
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* @param x
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*/
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void handleKey(unsigned char x);
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std::string infoLine();
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/**
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* GLUT special keyboard handler.
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* @param key
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*/
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void handleSpecialKey(int key);
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void render(float time) const;
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void loadSimulationData(const std::map<string, LayerInfo> &info, std::vector<std::vector<LayerData>> &&data);
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static RenderingState& instance();
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private:
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float pos[3];
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float angle[2];
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std::array<float, 3> pos;
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std::array<float, 2> angle;
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std::map<std::string, LayerInfo> layerInfo;
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std::vector<std::vector<LayerData>> layerData;
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std::vector<std::vector<LayerData>>::iterator currentData;
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std::vector<std::unique_ptr<LayerVisualisation>> layerVisualisations;
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std::vector<std::unique_ptr<Animation>> interactionAnimations;
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RenderingState() noexcept = default;
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void configureRenderingContext() const;
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void move(unsigned char key);
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void updateVisualisers();
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std::string infoLine()const;
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void renderDebugInfo() const;
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void renderLayerName(const std::string& name) const;
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};
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}
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@@ -32,6 +32,9 @@ namespace fmri {
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/**
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* Draw a bitmap string at the current location.
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*
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* This function wraps glutBitmapCharacter, because its nicer version
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* (glutBitmapString) is an extension that is possibly unavailable.
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*
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* @param text The text to draw.
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*/
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void renderText(std::string_view text, int x = 0, int y = 0);
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@@ -16,31 +16,19 @@
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using namespace std;
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using namespace fmri;
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struct
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{
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optional<vector<string>> labels;
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map<string, LayerInfo> layerInfo;
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vector<vector<LayerData>> data;
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vector<vector<LayerData>>::iterator currentData;
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vector<unique_ptr<LayerVisualisation>> layerVisualisations;
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vector<unique_ptr<Animation>> animations;
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float animationStep = 0;
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} rendererData;
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static void loadSimulationData(const Options &options)
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{
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vector<vector<LayerData>> &results = rendererData.data;
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results.clear();
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vector<vector<LayerData>> results;
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auto dumper = options.imageDumper();
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Simulator simulator(options.model(), options.weights(), options.means());
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rendererData.layerInfo = simulator.layerInfo();
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for (const auto &image : options.inputs()) {
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results.emplace_back(simulator.simulate(image));
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}
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CHECK_GT(results.size(), 0) << "Should have some results" << endl;
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RenderingState::instance().loadSimulationData(simulator.layerInfo(), std::move(results));
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if (dumper) {
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for (auto &layer : *results.begin()) {
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@@ -60,118 +48,6 @@ static void loadSimulationData(const Options &options)
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}
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}
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static void renderLayerName(const LayerData &data);
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static void renderDebugInfo()
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{
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glLoadIdentity();
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setOrthographicProjection();
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glColor3f(1, 1, 0);
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renderText(RenderingState::instance().infoLine(), 2, 10);
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restorePerspectiveProjection();
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}
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static void render()
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{
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// Clear Color and Depth Buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto& camera = RenderingState::instance();
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camera.configureRenderingContext();
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const auto& dataSet = *rendererData.currentData;
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glPushMatrix();
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glTranslatef(5 * dataSet.size(), 0, 0);
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for (auto i : Range(dataSet.size())) {
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glPushMatrix();
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renderLayerName(dataSet[i]);
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rendererData.layerVisualisations[i]->render();
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if (i < rendererData.animations.size() && rendererData.animations[i]) {
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rendererData.animations[i]->draw(rendererData.animationStep);
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}
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glPopMatrix();
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glTranslatef(LAYER_X_OFFSET, 0, 0);
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}
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glPopMatrix();
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renderDebugInfo();
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glutSwapBuffers();
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}
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static void renderLayerName(const LayerData &data)
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{
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// Draw the name of the layer for reference.
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glColor3f(0.5, 0.5, 0.5);
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auto layerName = data.name();
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layerName += ": ";
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layerName += LayerInfo::nameByType(rendererData.layerInfo.at(data.name()).type());
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renderText(layerName);
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glTranslatef(0, 0, -10);
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}
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static void updateVisualisers()
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{
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rendererData.layerVisualisations.clear();
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rendererData.animations.clear();
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LayerData* prevState = nullptr;
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LayerVisualisation* prevVisualisation = nullptr;
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for (LayerData &layer : *rendererData.currentData) {
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LayerVisualisation* visualisation = getVisualisationForLayer(layer, rendererData.layerInfo.at(layer.name()));
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if (prevState && prevVisualisation && visualisation) {
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auto interaction = getActivityAnimation(*prevState, layer, rendererData.layerInfo.at(layer.name()), prevVisualisation->nodePositions(), visualisation->nodePositions());
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rendererData.animations.emplace_back(interaction);
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}
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rendererData.layerVisualisations.emplace_back(visualisation);
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prevVisualisation = visualisation;
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prevState = &layer;
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}
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glutPostRedisplay();
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}
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static void specialKeyFunc(int key, int, int)
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{
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switch (key) {
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case GLUT_KEY_LEFT:
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if (rendererData.currentData == rendererData.data.begin()) {
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rendererData.currentData = rendererData.data.end();
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}
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--rendererData.currentData;
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updateVisualisers();
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break;
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case GLUT_KEY_RIGHT:
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++rendererData.currentData;
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if (rendererData.currentData == rendererData.data.end()) {
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rendererData.currentData = rendererData.data.begin();
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}
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updateVisualisers();
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break;
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default:
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LOG(INFO) << "Received keystroke " << key;
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}
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}
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static void idleFunc()
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{
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checkGLErrors();
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glutPostRedisplay();
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throttleIdleFunc();
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rendererData.animationStep = (1 - cos(M_PI * getAnimationStep(std::chrono::seconds(5)))) / 2;
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}
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int main(int argc, char *argv[])
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{
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google::InitGoogleLogging(argv[0]);
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@@ -183,20 +59,13 @@ int main(int argc, char *argv[])
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// Prepare data for simulations
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Options options = Options::parse(argc, argv);
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rendererData.labels = options.labels();
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loadSimulationData(options);
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// Register callbacks
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glutDisplayFunc(render);
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glutIdleFunc(idleFunc);
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glutReshapeFunc(changeWindowSize);
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glutSpecialFunc(specialKeyFunc);
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RenderingState::instance().registerControls();
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rendererData.currentData = rendererData.data.begin();
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updateVisualisers();
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// Enable depth test to fix objects behind you
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glEnable(GL_DEPTH_TEST);
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