Implement rudimentary camera movement controls.
This commit is contained in:
@@ -30,7 +30,7 @@ static void show_info_log(
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LOG(INFO) << log.get() << endl;
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}
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GLuint fmri::loadTexture(DType const *data, unsigned int width, unsigned int height)
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GLuint fmri::loadTexture(DType const *data, int width, int height)
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{
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// Load and scale texture
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vector<DType> textureBuffer(data, data + (width * height));
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@@ -13,7 +13,7 @@ namespace fmri {
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* @param height
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* @return A texture reference.
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*/
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GLuint loadTexture(DType const * data, unsigned int width, unsigned int height);
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GLuint loadTexture(DType const * data, int width, int height);
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/**
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*
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71
src/main.cpp
71
src/main.cpp
@@ -4,7 +4,6 @@
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include <map>
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#include <tuple>
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#include "LayerData.hpp"
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#include "Options.hpp"
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@@ -14,27 +13,36 @@
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using namespace std;
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using namespace fmri;
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struct {
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struct
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{
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optional<vector<string>> labels;
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vector<vector<LayerData>> data;
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float angle = 0;
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map<tuple<string, int, int>, GLuint> textureMap;
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struct
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{
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float pitch = 0;
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float yaw = 0;
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float x = 0, y = 0, z = 0;
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} camera;
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} rendererData;
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static vector<vector<LayerData>> getSimulationData(const Options& options)
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static vector<vector<LayerData>> getSimulationData(const Options &options)
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{
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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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for (const auto& image : options.inputs()) {
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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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if (dumper) {
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for (auto& layer : *results.begin()) {
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for (auto &layer : *results.begin()) {
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dumper->dump(layer);
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}
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}
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@@ -51,19 +59,19 @@ static void render()
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// Reset transformations
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glLoadIdentity();
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// Set the camera
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gluLookAt( 0.0f, 0.0f, 10.0f,
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0.0f, 0.0f, 0.0f,
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gluLookAt(rendererData.camera.x, rendererData.camera.y, rendererData.camera.z - 10,
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rendererData.camera.x, rendererData.camera.y, rendererData.camera.z,
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0.0f, 1.0f, 0.0f);
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glRotatef(rendererData.angle, 0.0f, 1.0f, 0.0f);
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glBegin(GL_TRIANGLES);
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glVertex3f(-2.0f,-2.0f, 0.0f);
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glVertex3f( 2.0f, 0.0f, 0.0);
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glVertex3f( 0.0f, 2.0f, 0.0);
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glVertex3f(-2.0f, -2.0f, 0.0f);
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glVertex3f(2.0f, 0.0f, 0.0);
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glVertex3f(0.0f, 2.0f, 0.0);
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glEnd();
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rendererData.angle+=0.1f;
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rendererData.angle += 0.1f;
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glutSwapBuffers();
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}
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@@ -71,15 +79,15 @@ static void render()
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static void reloadTextures(unsigned dataIndex)
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{
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// First, release any existing textures
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for (auto& entry : rendererData.textureMap) {
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for (auto &entry : rendererData.textureMap) {
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glDeleteTextures(0, &entry.second);
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}
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rendererData.textureMap.clear();
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const auto& dataSet = rendererData.data[dataIndex];
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const auto &dataSet = rendererData.data[dataIndex];
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for (auto& layer : dataSet) {
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for (auto &layer : dataSet) {
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auto dimensions = layer.shape();
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if (dimensions.size() != 4) {
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continue;
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@@ -100,9 +108,41 @@ static void reloadTextures(unsigned dataIndex)
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}
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}
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static void handleKeys(unsigned char key, int, int)
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{
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constexpr float rotationScaling = 0.2f;
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constexpr float movementScaling = 0.2f;
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switch (key) {
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case 'a':
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// TODO: handle rotations
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rendererData.camera.x += movementScaling;
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break;
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case 'd':
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rendererData.camera.x -= rotationScaling;
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break;
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case 'w':
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rendererData.camera.z += movementScaling;
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break;
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case 's':
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rendererData.camera.z -= movementScaling;
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break;
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case 'q':
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// Utility quit function.
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exit(0);
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default:
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LOG(INFO) << "Received key: " << key << endl;
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break;
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}
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}
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int main(int argc, char * argv[]) {
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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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google::InstallFailureSignalHandler();
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@@ -119,6 +159,7 @@ int main(int argc, char * argv[]) {
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glutDisplayFunc(render);
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glutIdleFunc(render);
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glutReshapeFunc(changeWindowSize);
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glutKeyboardFunc(handleKeys);
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glewInit();
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if (!GLEW_VERSION_2_0) {
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