Rather than polling for errors, let GLUT do it. Can be enabled with the "-gldebug" CLI flag.
84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
#include <cmath>
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#include <cstring>
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#include <random>
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#include <GL/gl.h>
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#include <caffe/util/math_functions.hpp>
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#include "Range.hpp"
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#include "ActivityAnimation.hpp"
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#include "RenderingState.hpp"
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#include "glutils.hpp"
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using namespace std;
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using namespace fmri;
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Color ActivityAnimation::colorBySign(float intensity)
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{
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if (intensity > 0) {
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return {0, 1, 0, 1};
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} else {
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return {1, 0, 0, 1};
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}
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}
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ActivityAnimation::ActivityAnimation(
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const std::vector<std::pair<DType, std::pair<std::size_t, std::size_t>>> &interactions,
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const float *aPositions, const float *bPositions) :
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ActivityAnimation(interactions, aPositions, bPositions, ActivityAnimation::colorBySign)
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{
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}
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ActivityAnimation::ActivityAnimation(
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const std::vector<std::pair<DType, std::pair<std::size_t, std::size_t>>> &interactions,
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const float *aPositions, const float *bPositions, ColoringFunction coloring)
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:
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bufferLength(3 * interactions.size()),
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delta(bufferLength)
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{
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CHECK(coloring) << "Invalid coloring function passed.";
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startingPos.reserve(bufferLength);
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vector<float> endPos;
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endPos.reserve(bufferLength);
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transform(interactions.begin(), interactions.end(), back_inserter(colorBuffer), [&coloring](auto e) {
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return coloring(e.first);
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});
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colorBuffer.reserve(interactions.size());
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for (auto &entry : interactions) {
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auto *aPos = &aPositions[3 * entry.second.first];
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auto *bPos = &bPositions[3 * entry.second.second];
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for (auto i : Range(3)) {
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startingPos.emplace_back(aPos[i]);
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endPos.emplace_back(bPos[i] + (i % 3 ? 0 : LAYER_X_OFFSET));
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}
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}
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caffe::caffe_sub(endPos.size(), endPos.data(), startingPos.data(), delta.data());
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startingPos.insert(startingPos.end(), endPos.begin(), endPos.end());
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for (auto i : Range(interactions.size())) {
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lineIndices.push_back(i);
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lineIndices.push_back(i + interactions.size());
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}
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patchTransparancy();
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}
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void ActivityAnimation::draw(float timeScale)
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{
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const auto &vertexBuffer = animate(startingPos, delta, timeScale);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(std::tuple_size<Color>::value, GL_FLOAT, 0, colorBuffer.data());
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glVertexPointer(3, GL_FLOAT, 0, vertexBuffer.data());
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glDrawArrays(GL_POINTS, 0, bufferLength / 3);
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glDisableClientState(GL_COLOR_ARRAY);
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if (RenderingState::instance().renderInteractionPaths()) {
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glColor4fv(RenderingState::instance().pathColor().data());
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glVertexPointer(3, GL_FLOAT, 0, startingPos.data());
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glDrawElements(GL_LINES, lineIndices.size(), GL_UNSIGNED_INT, lineIndices.data());
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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