Move all rendering logic to a single RenderingState.

This commit is contained in:
2018-03-29 12:34:39 +02:00
parent e8f627182f
commit 1c872c9969
4 changed files with 162 additions and 164 deletions

View File

@@ -3,32 +3,13 @@
#include <sstream>
#include <iostream>
#include "RenderingState.hpp"
#include "utils.hpp"
#include "visualisations.hpp"
#include "Range.hpp"
#include "glutils.hpp"
using namespace fmri;
static RenderingState& state = RenderingState::instance();
/**
* Static utility function to bind to GLUT.
*
* @param x
* @param y
*/
static void handleMouseMove(int x, int y)
{
state.handleMouseAt(x, y);
}
/**
* Static utility function to bind to GLUT.
*
* @param key
*/
static void handleKeys(unsigned char key, int, int)
{
state.handleKey(key);
}
static RenderingState &state = RenderingState::instance();
static float getFPS()
{
@@ -100,7 +81,7 @@ void RenderingState::handleKey(unsigned char x)
glutPostRedisplay();
}
std::string RenderingState::infoLine()
std::string RenderingState::infoLine()const
{
std::stringstream buffer;
buffer << "Pos(x,y,z) = (" << pos[0] << ", " << pos[1] << ", " << pos[2] << ")\n";
@@ -119,7 +100,7 @@ void RenderingState::reset()
angle[1] = 0;
}
void RenderingState::configureRenderingContext()
void RenderingState::configureRenderingContext()const
{
glLoadIdentity();
glRotatef(angle[1], 1, 0, 0);
@@ -136,8 +117,24 @@ RenderingState &RenderingState::instance()
void RenderingState::registerControls()
{
reset();
glutPassiveMotionFunc(handleMouseMove);
glutKeyboardFunc(handleKeys);
glutPassiveMotionFunc([](int x, int y) {
RenderingState::instance().handleMouseAt(x, y);
});
glutKeyboardFunc([](auto key, auto, auto) {
RenderingState::instance().handleKey(key);
});
glutDisplayFunc([]() {
float time = getAnimationStep(std::chrono::seconds(5));
RenderingState::instance().render(time);
});
glutIdleFunc([]() {
checkGLErrors();
throttleIdleFunc();
glutPostRedisplay();
});
glutSpecialFunc([](int key, int, int) {
RenderingState::instance().handleSpecialKey(key);
});
}
void RenderingState::handleMouseAt(int x, int y)
@@ -150,3 +147,110 @@ void RenderingState::handleMouseAt(int x, int y)
glutPostRedisplay();
}
void RenderingState::loadSimulationData(const std::map<string, LayerInfo> &info, vector<vector<LayerData>> &&data)
{
layerInfo = std::move(info);
layerData = std::move(data);
currentData = layerData.begin();
updateVisualisers();
}
void RenderingState::updateVisualisers()
{
layerVisualisations.clear();
interactionAnimations.clear();
LayerData *prevState = nullptr;
LayerVisualisation *prevVisualisation = nullptr;
for (LayerData &layer : *currentData) {
LayerVisualisation *visualisation = getVisualisationForLayer(layer, layerInfo.at(layer.name()));
if (prevState && prevVisualisation && visualisation) {
auto interaction = getActivityAnimation(*prevState, layer, layerInfo.at(layer.name()),
prevVisualisation->nodePositions(), visualisation->nodePositions());
interactionAnimations.emplace_back(interaction);
}
layerVisualisations.emplace_back(visualisation);
prevVisualisation = visualisation;
prevState = &layer;
}
glutPostRedisplay();
}
void RenderingState::render(float time) const
{
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
configureRenderingContext();
glPushMatrix();
glTranslatef(5 * currentData->size(), 0, 0);
for (auto i : Range(currentData->size())) {
glPushMatrix();
renderLayerName(currentData->at(i).name());
layerVisualisations[i]->render();
if (i < interactionAnimations.size() && interactionAnimations[i]) {
interactionAnimations[i]->draw(time);
}
glPopMatrix();
glTranslatef(LAYER_X_OFFSET, 0, 0);
}
glPopMatrix();
renderDebugInfo();
glutSwapBuffers();
}
void RenderingState::renderDebugInfo() const
{
glLoadIdentity();
setOrthographicProjection();
glColor3f(1, 1, 0);
renderText(infoLine(), 2, 10);
restorePerspectiveProjection();
}
void RenderingState::renderLayerName(const std::string &name) const
{
glColor3f(0.5, 0.5, 0.5);
auto layerName = name;
layerName += ": ";
layerName += LayerInfo::nameByType(layerInfo.at(name).type());
renderText(layerName);
glTranslatef(0, 0, -10);
}
void RenderingState::handleSpecialKey(int key)
{
switch (key) {
case GLUT_KEY_LEFT:
if (currentData == layerData.begin()) {
currentData = layerData.end();
}
--currentData;
updateVisualisers();
break;
case GLUT_KEY_RIGHT:
++currentData;
if (currentData == layerData.end()) {
currentData = layerData.begin();
}
updateVisualisers();
break;
default:
LOG(INFO) << "Received keystroke " << key;
}
}

View File

@@ -1,6 +1,10 @@
#pragma once
#include <string>
#include "LayerInfo.hpp"
#include "LayerData.hpp"
#include "LayerVisualisation.hpp"
#include "Animation.hpp"
namespace fmri
{
@@ -15,7 +19,6 @@ namespace fmri
* Reset the rendering state
*/
void reset();
void configureRenderingContext();
void registerControls();
/**
* GLUT mouse handler function
@@ -28,16 +31,35 @@ namespace fmri
* @param x
*/
void handleKey(unsigned char x);
std::string infoLine();
/**
* GLUT special keyboard handler.
* @param key
*/
void handleSpecialKey(int key);
void render(float time) const;
void loadSimulationData(const std::map<string, LayerInfo> &info, std::vector<std::vector<LayerData>> &&data);
static RenderingState& instance();
private:
float pos[3];
float angle[2];
std::array<float, 3> pos;
std::array<float, 2> angle;
std::map<std::string, LayerInfo> layerInfo;
std::vector<std::vector<LayerData>> layerData;
std::vector<std::vector<LayerData>>::iterator currentData;
std::vector<std::unique_ptr<LayerVisualisation>> layerVisualisations;
std::vector<std::unique_ptr<Animation>> interactionAnimations;
RenderingState() noexcept = default;
void configureRenderingContext() const;
void move(unsigned char key);
void updateVisualisers();
std::string infoLine()const;
void renderDebugInfo() const;
void renderLayerName(const std::string& name) const;
};
}

View File

@@ -32,6 +32,9 @@ namespace fmri {
/**
* Draw a bitmap string at the current location.
*
* This function wraps glutBitmapCharacter, because its nicer version
* (glutBitmapString) is an extension that is possibly unavailable.
*
* @param text The text to draw.
*/
void renderText(std::string_view text, int x = 0, int y = 0);

View File

@@ -16,31 +16,19 @@
using namespace std;
using namespace fmri;
struct
{
optional<vector<string>> labels;
map<string, LayerInfo> layerInfo;
vector<vector<LayerData>> data;
vector<vector<LayerData>>::iterator currentData;
vector<unique_ptr<LayerVisualisation>> layerVisualisations;
vector<unique_ptr<Animation>> animations;
float animationStep = 0;
} rendererData;
static void loadSimulationData(const Options &options)
{
vector<vector<LayerData>> &results = rendererData.data;
results.clear();
vector<vector<LayerData>> results;
auto dumper = options.imageDumper();
Simulator simulator(options.model(), options.weights(), options.means());
rendererData.layerInfo = simulator.layerInfo();
for (const auto &image : options.inputs()) {
results.emplace_back(simulator.simulate(image));
}
CHECK_GT(results.size(), 0) << "Should have some results" << endl;
RenderingState::instance().loadSimulationData(simulator.layerInfo(), std::move(results));
if (dumper) {
for (auto &layer : *results.begin()) {
@@ -60,118 +48,6 @@ static void loadSimulationData(const Options &options)
}
}
static void renderLayerName(const LayerData &data);
static void renderDebugInfo()
{
glLoadIdentity();
setOrthographicProjection();
glColor3f(1, 1, 0);
renderText(RenderingState::instance().infoLine(), 2, 10);
restorePerspectiveProjection();
}
static void render()
{
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto& camera = RenderingState::instance();
camera.configureRenderingContext();
const auto& dataSet = *rendererData.currentData;
glPushMatrix();
glTranslatef(5 * dataSet.size(), 0, 0);
for (auto i : Range(dataSet.size())) {
glPushMatrix();
renderLayerName(dataSet[i]);
rendererData.layerVisualisations[i]->render();
if (i < rendererData.animations.size() && rendererData.animations[i]) {
rendererData.animations[i]->draw(rendererData.animationStep);
}
glPopMatrix();
glTranslatef(LAYER_X_OFFSET, 0, 0);
}
glPopMatrix();
renderDebugInfo();
glutSwapBuffers();
}
static void renderLayerName(const LayerData &data)
{
// Draw the name of the layer for reference.
glColor3f(0.5, 0.5, 0.5);
auto layerName = data.name();
layerName += ": ";
layerName += LayerInfo::nameByType(rendererData.layerInfo.at(data.name()).type());
renderText(layerName);
glTranslatef(0, 0, -10);
}
static void updateVisualisers()
{
rendererData.layerVisualisations.clear();
rendererData.animations.clear();
LayerData* prevState = nullptr;
LayerVisualisation* prevVisualisation = nullptr;
for (LayerData &layer : *rendererData.currentData) {
LayerVisualisation* visualisation = getVisualisationForLayer(layer, rendererData.layerInfo.at(layer.name()));
if (prevState && prevVisualisation && visualisation) {
auto interaction = getActivityAnimation(*prevState, layer, rendererData.layerInfo.at(layer.name()), prevVisualisation->nodePositions(), visualisation->nodePositions());
rendererData.animations.emplace_back(interaction);
}
rendererData.layerVisualisations.emplace_back(visualisation);
prevVisualisation = visualisation;
prevState = &layer;
}
glutPostRedisplay();
}
static void specialKeyFunc(int key, int, int)
{
switch (key) {
case GLUT_KEY_LEFT:
if (rendererData.currentData == rendererData.data.begin()) {
rendererData.currentData = rendererData.data.end();
}
--rendererData.currentData;
updateVisualisers();
break;
case GLUT_KEY_RIGHT:
++rendererData.currentData;
if (rendererData.currentData == rendererData.data.end()) {
rendererData.currentData = rendererData.data.begin();
}
updateVisualisers();
break;
default:
LOG(INFO) << "Received keystroke " << key;
}
}
static void idleFunc()
{
checkGLErrors();
glutPostRedisplay();
throttleIdleFunc();
rendererData.animationStep = (1 - cos(M_PI * getAnimationStep(std::chrono::seconds(5)))) / 2;
}
int main(int argc, char *argv[])
{
google::InitGoogleLogging(argv[0]);
@@ -183,20 +59,13 @@ int main(int argc, char *argv[])
// Prepare data for simulations
Options options = Options::parse(argc, argv);
rendererData.labels = options.labels();
loadSimulationData(options);
// Register callbacks
glutDisplayFunc(render);
glutIdleFunc(idleFunc);
glutReshapeFunc(changeWindowSize);
glutSpecialFunc(specialKeyFunc);
RenderingState::instance().registerControls();
rendererData.currentData = rendererData.data.begin();
updateVisualisers();
// Enable depth test to fix objects behind you
glEnable(GL_DEPTH_TEST);