Reimplement drawing system with vertex buffers.
Now with 10000% more performance.
This commit is contained in:
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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