Restructure project sources.
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src/fmri/InputLayerVisualisation.cpp
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95
src/fmri/InputLayerVisualisation.cpp
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#include <caffe/util/math_functions.hpp>
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#include <GL/glu.h>
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#include <opencv2/core/mat.hpp>
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#include <opencv2/core.hpp>
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#include "InputLayerVisualisation.hpp"
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#include "Range.hpp"
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using namespace fmri;
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using namespace std;
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/**
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* Combine an arbitrary number of channels into an RGB image.
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*
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* If there are less than 3 channels, the first channel is repeated. This
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* results in greyscale images for single-channel images. Any channels after
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* the third are ignored.
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*
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* @param data Layer data to generate an image for.
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* @return A normalized RGB image, stored in a vector.
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*/
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static vector<float> getRGBImage(const LayerData &data)
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{
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vector<cv::Mat> channels;
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const int numPixels = data.shape()[2] * data.shape()[3];
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for (auto i : Range(3)) {
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if (i >= data.shape()[1]) {
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channels.push_back(channels[0]);
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}
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cv::Mat channel(data.shape()[3], data.shape()[2], CV_32FC1);
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copy(data.data() + i * numPixels, data.data() + (i + 1) * numPixels, channel.begin<float>());
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channels.push_back(channel);
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}
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swap(channels[0], channels[2]);
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cv::Mat outImage;
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cv::merge(channels, outImage);
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outImage = outImage.reshape(1);
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vector<float> final(outImage.begin<float>(), outImage.end<float>());
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rescale(final.begin(), final.end(), 0.f, 1.f);
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return final;
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}
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InputLayerVisualisation::InputLayerVisualisation(const LayerData &data)
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{
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CHECK_EQ(data.shape().size(), 4) << "Should be image-like-layer." << endl;
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auto imageData = getRGBImage(data);
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const auto images = data.shape()[0], channels = data.shape()[1], width = data.shape()[2], height = data.shape()[3];
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CHECK_EQ(images, 1) << "Should be single image" << endl;
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targetWidth = width / 5.f;
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targetHeight = width / 5.f;
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nodePositions_ = {0, targetHeight / 2, targetWidth / -2};
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for (auto i : Range(3, 3 * channels)) {
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nodePositions_.push_back(nodePositions_[i % 3]);
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}
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texture.configure(GL_TEXTURE_2D);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, width, height, GL_RGB, GL_FLOAT, imageData.data());
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}
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void InputLayerVisualisation::render()
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{
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const float vertices[] = {
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0, 0, 0,
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0, 0, -targetWidth,
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0, targetHeight, -targetWidth,
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0, targetHeight, 0,
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};
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const float texCoords[] = {
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0, 1,
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1, 1,
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1, 0,
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0, 0,
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};
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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texture.bind(GL_TEXTURE_2D);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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