Reimplement drawing system with vertex buffers.
Now with 10000% more performance.
This commit is contained in:
93
src/FlatLayerVisualisation.cpp
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93
src/FlatLayerVisualisation.cpp
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@@ -0,0 +1,93 @@
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#include <glog/logging.h>
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#include <GL/gl.h>
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#include "FlatLayerVisualisation.hpp"
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using namespace std;
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using namespace fmri;
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static inline void computeColor(float intensity, float limit, float* destination)
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{
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const float saturation = min(-log(abs(intensity) / limit) / 10.0f, 1.0f);
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if (intensity > 0) {
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destination[0] = saturation;
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destination[1] = saturation;
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destination[2] = 1;
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} else {
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destination[0] = 1;
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destination[1] = saturation;
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destination[2] = saturation;
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}
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}
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FlatLayerVisualisation::FlatLayerVisualisation(const fmri::LayerData &layer) :
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faceCount(layer.numEntries() * 4),
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vertexBuffer(faceCount * 3),
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colorBuffer(faceCount * 3),
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indexBuffer(faceCount * 3)
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{
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auto& shape = layer.shape();
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CHECK_EQ(shape.size(), 2) << "layer should be flat!" << endl;
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CHECK_EQ(shape[0], 1) << "Only single images supported." << endl;
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const int limit = static_cast<const int>(layer.numEntries());
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auto data = layer.data();
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const auto [minElem, maxElem] = minmax_element(data, data + limit);
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auto scalingMax = max(abs(*minElem), abs(*maxElem));
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int v = 0;
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int j = 0;
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for (int i = 0; i < limit; ++i) {
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const float zOffset = -2 * i;
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const int vertexBase = i * 4;
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// Create the 4 vertices for the pyramid
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vertexBuffer[j++] = -0.5f;
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vertexBuffer[j++] = 0;
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vertexBuffer[j++] = 0.5f + zOffset;
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vertexBuffer[j++] = 0;
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vertexBuffer[j++] = 0;
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vertexBuffer[j++] = -0.5f + zOffset;
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vertexBuffer[j++] = 0;
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vertexBuffer[j++] = 1;
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vertexBuffer[j++] = 0 + zOffset;
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vertexBuffer[j++] = 0.5;
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vertexBuffer[j++] = 0;
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vertexBuffer[j++] = 0.5 + zOffset;
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// Define the colors for the vertices
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for (int c = 0; c < 4; ++c) {
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computeColor(data[i], scalingMax, &colorBuffer[12 * i + 3 * c]);
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}
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// Create the index set for the faces
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// Simply connect all vertices in ascending order and it works.
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indexBuffer[v++] = vertexBase;
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indexBuffer[v++] = vertexBase + 1;
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indexBuffer[v++] = vertexBase + 2;
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indexBuffer[v++] = vertexBase;
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indexBuffer[v++] = vertexBase + 1;
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indexBuffer[v++] = vertexBase + 3;
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indexBuffer[v++] = vertexBase;
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indexBuffer[v++] = vertexBase + 2;
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indexBuffer[v++] = vertexBase + 3;
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indexBuffer[v++] = vertexBase + 1;
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indexBuffer[v++] = vertexBase + 2;
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indexBuffer[v++] = vertexBase + 3;
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}
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assert(v == faceCount * 3);
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assert(j == faceCount * 3);
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}
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void FlatLayerVisualisation::render()
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertexBuffer.data());
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glColorPointer(3, GL_FLOAT, 0, colorBuffer.data());
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glDrawElements(GL_TRIANGLES, faceCount, GL_UNSIGNED_INT, indexBuffer.data());
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glDisable(GL_VERTEX_ARRAY);
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glDisable(GL_COLOR_ARRAY);
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}
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23
src/FlatLayerVisualisation.hpp
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23
src/FlatLayerVisualisation.hpp
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@@ -0,0 +1,23 @@
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#pragma once
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#include <vector>
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#include "LayerData.hpp"
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#include "LayerVisualisation.hpp"
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namespace fmri
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{
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class FlatLayerVisualisation : public LayerVisualisation
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{
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public:
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explicit FlatLayerVisualisation(const LayerData& layer);
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void render() override;
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private:
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std::size_t faceCount;
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std::vector<float> vertexBuffer;
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std::vector<float> colorBuffer;
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std::vector<int> indexBuffer;
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};
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}
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12
src/LayerVisualisation.hpp
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12
src/LayerVisualisation.hpp
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@@ -0,0 +1,12 @@
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#pragma once
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namespace fmri
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{
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class LayerVisualisation
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{
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public:
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virtual ~LayerVisualisation() = default;
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virtual void render() = 0;
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};
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}
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37
src/MultiImageVisualisation.cpp
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37
src/MultiImageVisualisation.cpp
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@@ -0,0 +1,37 @@
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#include <glog/logging.h>
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#include "MultiImageVisualisation.hpp"
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#include "glutils.hpp"
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using namespace fmri;
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using namespace std;
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MultiImageVisualisation::MultiImageVisualisation(const fmri::LayerData &layer)
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{
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auto dimensions = layer.shape();
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CHECK_EQ(4, dimensions.size()) << "Should be image-like layer";
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const auto images = dimensions[0],
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channels = dimensions[1],
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width = dimensions[2],
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height = dimensions[3];
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auto dataPtr = layer.data();
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for (auto i = 0; i < images; ++i) {
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for (auto j = 0; j < channels; ++j) {
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textureReferences[make_pair(i, j)] = loadTexture(dataPtr, width, height);
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dataPtr += width * height;
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}
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}
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}
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MultiImageVisualisation::~MultiImageVisualisation()
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{
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for (auto entry : textureReferences) {
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glDeleteTextures(0, &entry.second);
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}
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}
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void MultiImageVisualisation::render()
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{
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// TODO: do something.
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}
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21
src/MultiImageVisualisation.hpp
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21
src/MultiImageVisualisation.hpp
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@@ -0,0 +1,21 @@
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#pragma once
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#include <GL/glew.h>
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#include <map>
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#include "LayerVisualisation.hpp"
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#include "LayerData.hpp"
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namespace fmri
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{
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class MultiImageVisualisation : public LayerVisualisation
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{
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public:
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explicit MultiImageVisualisation(const LayerData&);
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~MultiImageVisualisation() override;
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void render() override;
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private:
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std::map<std::pair<int, int>, GLuint> textureReferences;
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};
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}
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@@ -15,6 +15,8 @@ static void handleMouseMove(int x, int y)
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camera.angle[0] = (x - width) / width * 180;
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camera.angle[1] = (y - height) / height * 90;
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glutPostRedisplay();
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}
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static void move(unsigned char key)
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@@ -63,6 +65,8 @@ static void handleKeys(unsigned char key, int, int)
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// Do nothing.
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break;
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}
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glutPostRedisplay();
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}
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std::string Camera::infoLine()
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@@ -103,8 +103,11 @@ GLuint fmri::compileShader(GLenum type, char const *source)
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}
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}
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void ::fmri::setColorFromIntensity(float i)
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void fmri::renderText(std::string_view text)
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{
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// TODO: something more expressive.
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glColor3f(i, i, i);
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constexpr auto font = GLUT_BITMAP_HELVETICA_10;
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glRasterPos2i(0, 0);
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for (char c : text) {
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glutBitmapCharacter(font, c);
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}
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}
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@@ -3,6 +3,7 @@
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#include "LayerData.hpp"
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#include "utils.hpp"
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#include <GL/glut.h>
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#include <string_view>
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namespace fmri {
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/**
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@@ -35,9 +36,9 @@ namespace fmri {
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void changeWindowSize(int w, int h);
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/**
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* Set the current drawing color based on some intensity value.
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* Draw a bitmap string at the current location.
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*
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* @param i The intensity.
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* @param text The text to draw.
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*/
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void setColorFromIntensity(float i);
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void renderText(std::string_view text);
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}
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129
src/main.cpp
129
src/main.cpp
@@ -10,6 +10,9 @@
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#include "Simulator.hpp"
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#include "glutils.hpp"
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#include "camera.hpp"
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#include "LayerVisualisation.hpp"
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#include "FlatLayerVisualisation.hpp"
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#include "MultiImageVisualisation.hpp"
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using namespace std;
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using namespace fmri;
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@@ -21,6 +24,7 @@ struct
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float angle = 0;
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vector<LayerData>* currentData = nullptr;
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map<tuple<string, int, int>, GLuint> textureMap;
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vector<unique_ptr<LayerVisualisation>> layerVisualisations;
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} rendererData;
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static vector<vector<LayerData>> getSimulationData(const Options &options)
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@@ -44,7 +48,7 @@ static vector<vector<LayerData>> getSimulationData(const Options &options)
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return results;
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}
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static void renderLayer(const LayerData& data);
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static void renderLayerName(const LayerData &data);
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static void render()
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{
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@@ -55,11 +59,16 @@ static void render()
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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 * rendererData.currentData->size(), 0, 0);
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for (auto& layer : *rendererData.currentData) {
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glTranslatef(5 * dataSet.size(), 0, 0);
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for (unsigned int i = 0; i < dataSet.size(); ++i) {
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glPushMatrix();
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renderLayer(layer);
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renderLayerName(dataSet[i]);
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rendererData.layerVisualisations[i]->render();
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glPopMatrix();
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glTranslatef(-10, 0, 0);
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}
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@@ -68,110 +77,36 @@ static void render()
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glutSwapBuffers();
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}
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static void drawOneParticle()
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static void renderLayerName(const LayerData &data)
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{
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// Code taken from CG workshop 1. Should probably replace with something nicer.
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glBegin(GL_TRIANGLE_STRIP);
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// triangle 1
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glVertex3f(-0.5, 0.0, 0.5); // A
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glVertex3f(0.0, 0.0, -0.5); // B
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glVertex3f(0.0, 1.0, 0.0); // top
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// triangle 2
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glVertex3f(0.5, 0.0, 0.5); // C
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// triangle 3
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glVertex3f(-0.5, 0.0, 0.5); // A again
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// triangle 4 (bottom)
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glVertex3f(0.0, 0.0, -0.5); // B again
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glEnd();
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}
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static void renderFlatLayer(const LayerData& data)
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{
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const auto [minElem,maxElem] = minmax_element(data.data(), data.data() + data.numEntries());
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const float intensityLimit = max(abs(*minElem), abs(*maxElem));
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auto& shape = data.shape();
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CHECK_EQ(shape[0], 1) << "Should have only one instance per layer." << endl;
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// Draw one triangle for every point in the layer
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// Color depends on current value.
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vector<float> intensities(data.data(), data.data() + data.numEntries());
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transform(intensities.begin(), intensities.end(), intensities.begin(), [=](auto x) { return clamp(x, -intensityLimit, intensityLimit);});
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glPushMatrix();
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for (auto i : intensities) {
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auto intensity = min(-log(abs(i) / intensityLimit) / 10.0f, 1.0f);
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if (i > 0) {
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glColor3f(intensity, intensity, 1);
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} else {
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glColor3f(1, intensity, intensity);
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}
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drawOneParticle();
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glTranslatef(0, 0, -2);
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}
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glPopMatrix();
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}
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static void renderText(string_view text)
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{
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constexpr auto font = GLUT_BITMAP_HELVETICA_10;
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glRasterPos2i(0, 0);
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for (char c : text) {
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glutBitmapCharacter(font, c);
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}
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}
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static void renderLayer(const LayerData& data)
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{
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auto& shape = data.shape();
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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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renderText(data.name());
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glTranslatef(0, 0, -10);
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switch (shape.size()) {
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case 4:
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// TODO: implement this.
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return;
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case 2:
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renderFlatLayer(data);
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return;
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default:
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cerr << "What is this even: " << data << endl;
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}
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}
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static void reloadTextures(unsigned dataIndex)
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static void updateVisualisers(unsigned int dataset)
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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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glDeleteTextures(0, &entry.second);
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}
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rendererData.textureMap.clear();
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rendererData.currentData = &rendererData.data[dataIndex];
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rendererData.layerVisualisations.clear();
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rendererData.currentData = &rendererData.data[dataset];
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for (auto &layer : *rendererData.currentData) {
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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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LayerVisualisation* visualisation = nullptr;
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switch (layer.shape().size()) {
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case 2:
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visualisation = new FlatLayerVisualisation(layer);
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break;
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case 4:
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visualisation = new MultiImageVisualisation(layer);
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break;
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default:
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abort();
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}
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const auto images = dimensions[0],
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channels = dimensions[1],
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width = dimensions[2],
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height = dimensions[3];
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auto dataPtr = layer.data();
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for (auto i = 0; i < images; ++i) {
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for (auto j = 0; j < channels; ++j) {
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rendererData.textureMap[make_tuple(layer.name(), i, j)] = loadTexture(dataPtr, width, height);
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dataPtr += width * height;
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}
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}
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rendererData.layerVisualisations.emplace_back(visualisation);
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}
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}
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@@ -191,7 +126,7 @@ int main(int argc, char *argv[])
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// Register callbacks
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glutDisplayFunc(render);
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glutIdleFunc(render);
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glutIdleFunc(glutPostRedisplay);
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glutReshapeFunc(changeWindowSize);
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Camera::instance().registerControls();
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@@ -202,7 +137,7 @@ int main(int argc, char *argv[])
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return 2;
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}
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reloadTextures(0);
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updateVisualisers(0);
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// Enable depth test to fix objects behind you
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glEnable(GL_DEPTH_TEST);
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Block a user