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research-project/src/main.cpp

217 lines
5.5 KiB
C++

#include <algorithm>
#include <iostream>
#include <glog/logging.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include <map>
#include "LayerData.hpp"
#include "Options.hpp"
#include "Simulator.hpp"
#include "glutils.hpp"
#include "camera.hpp"
using namespace std;
using namespace fmri;
struct
{
optional<vector<string>> labels;
vector<vector<LayerData>> data;
float angle = 0;
vector<LayerData>* currentData = nullptr;
map<tuple<string, int, int>, GLuint> textureMap;
} rendererData;
static vector<vector<LayerData>> getSimulationData(const Options &options)
{
vector<vector<LayerData>> results;
auto dumper = options.imageDumper();
Simulator simulator(options.model(), options.weights(), options.means());
for (const auto &image : options.inputs()) {
results.emplace_back(simulator.simulate(image));
}
CHECK_GT(results.size(), 0) << "Should have some results" << endl;
if (dumper) {
for (auto &layer : *results.begin()) {
dumper->dump(layer);
}
}
return results;
}
static void renderLayer(const LayerData& data);
static void render()
{
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto& camera = Camera::instance();
camera.configureRenderingContext();
glPushMatrix();
glTranslatef(5 * rendererData.currentData->size(), 0, 0);
for (auto& layer : *rendererData.currentData) {
glPushMatrix();
renderLayer(layer);
glPopMatrix();
glTranslatef(-10, 0, 0);
}
glPopMatrix();
glutSwapBuffers();
}
static void drawOneParticle()
{
// Code taken from CG workshop 1. Should probably replace with something nicer.
glBegin(GL_TRIANGLE_STRIP);
// triangle 1
glVertex3f(-0.5, 0.0, 0.5); // A
glVertex3f(0.0, 0.0, -0.5); // B
glVertex3f(0.0, 1.0, 0.0); // top
// triangle 2
glVertex3f(0.5, 0.0, 0.5); // C
// triangle 3
glVertex3f(-0.5, 0.0, 0.5); // A again
// triangle 4 (bottom)
glVertex3f(0.0, 0.0, -0.5); // B again
glEnd();
}
static void renderFlatLayer(const LayerData& data)
{
const auto [minElem,maxElem] = minmax_element(data.data(), data.data() + data.numEntries());
const float intensityLimit = max(abs(*minElem), abs(*maxElem));
auto& shape = data.shape();
CHECK_EQ(shape[0], 1) << "Should have only one instance per layer." << endl;
// Draw one triangle for every point in the layer
// Color depends on current value.
vector<float> intensities(data.data(), data.data() + data.numEntries());
transform(intensities.begin(), intensities.end(), intensities.begin(), [=](auto x) { return clamp(x, -intensityLimit, intensityLimit);});
glPushMatrix();
for (auto i : intensities) {
auto intensity = min(-log(abs(i) / intensityLimit) / 10.0f, 1.0f);
if (i > 0) {
glColor3f(intensity, intensity, 1);
} else {
glColor3f(1, intensity, intensity);
}
drawOneParticle();
glTranslatef(0, 0, -2);
}
glPopMatrix();
}
static void renderText(string_view text)
{
constexpr auto font = GLUT_BITMAP_HELVETICA_10;
glRasterPos2i(0, 0);
for (char c : text) {
glutBitmapCharacter(font, c);
}
}
static void renderLayer(const LayerData& data)
{
auto& shape = data.shape();
// Draw the name of the layer for reference.
glColor3f(0.5, 0.5, 0.5);
renderText(data.name());
glTranslatef(0, 0, -10);
switch (shape.size()) {
case 4:
// TODO: implement this.
return;
case 2:
renderFlatLayer(data);
return;
default:
cerr << "What is this even: " << data << endl;
}
}
static void reloadTextures(unsigned dataIndex)
{
// First, release any existing textures
for (auto &entry : rendererData.textureMap) {
glDeleteTextures(0, &entry.second);
}
rendererData.textureMap.clear();
rendererData.currentData = &rendererData.data[dataIndex];
for (auto &layer : *rendererData.currentData) {
auto dimensions = layer.shape();
if (dimensions.size() != 4) {
continue;
}
const auto images = dimensions[0],
channels = dimensions[1],
width = dimensions[2],
height = dimensions[3];
auto dataPtr = layer.data();
for (auto i = 0; i < images; ++i) {
for (auto j = 0; j < channels; ++j) {
rendererData.textureMap[make_tuple(layer.name(), i, j)] = loadTexture(dataPtr, width, height);
dataPtr += width * height;
}
}
}
}
int main(int argc, char *argv[])
{
google::InitGoogleLogging(argv[0]);
google::InstallFailureSignalHandler();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutCreateWindow(argv[0]);
// Prepare data for simulations
Options options = Options::parse(argc, argv);
rendererData.labels = options.labels();
rendererData.data = getSimulationData(options);
// Register callbacks
glutDisplayFunc(render);
glutIdleFunc(render);
glutReshapeFunc(changeWindowSize);
Camera::instance().registerControls();
glewInit();
if (!GLEW_VERSION_2_0) {
cerr << "OpenGL 2.0 not available" << endl;
return 2;
}
reloadTextures(0);
// Enable depth test to fix objects behind you
glEnable(GL_DEPTH_TEST);
// Start visualisation
glutMainLoop();
google::ShutdownGoogleLogging();
return 0;
}