/usr/share/psychtoolbox-3/PsychGLImageProcessing/AddImageWarpToGLOperator.m is in psychtoolbox-3-common 3.0.11.20140816.dfsg1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 | function [warpmap, warpmapgltexid] = AddImageWarpToGLOperator(gloperator, warprectangle)
% [warpmap warpmapgltexid] = AddImageWarpToGLOperator(gloperator [, warprectangle])
%
% Add a generic image warp (geometric distortion) operation to a
% GLOperator.
global GL;
if isempty(GL)
InitializeMatlabOpenGL([], [], 1);
end
% Check input arguments for validity and assign defaults:
if nargin < 1 || isempty(gloperator) || Screen('WindowKind', gloperator)~=4
error('You must provide the handle of a valid GL imaging operator ''gloperator''!');
end
% Make sure gloperator is enabled for imaging operations:
Screen('HookFunction', gloperator, 'ImagingMode', mor(kPsychNeedFastBackingStore, Screen('HookFunction', gloperator, 'ImagingMode')));
% Check if gloperator is of at least 16 bpc float precision, upgrade it to
% 16 bpc float if it isn't already:
if bitand(Screen('HookFunction', gloperator, 'ImagingMode'), mor(kPsychNeed16BPCFloat, kPsychNeed32BPCFloat)) == 0
% Not yet set:
Screen('HookFunction', gloperator, 'ImagingMode', mor(kPsychNeed16BPCFloat, Screen('HookFunction', gloperator, 'ImagingMode')));
end
% Size of warp map and to be warped area provided?
if nargin >= 2 && ~isempty(warprectangle)
% Create an offscreen window of corresponding size: This will define the
% warp-map, the 2D distortion field to apply to source images or
% framebuffers:
warpmap = Screen('OpenOffscreenWindow', gloperator, [0 0 0 0], warprectangle, 64, 32);
% Assign its OpenGL texture handle to our return argument. This is not
% needed for Screen('TransformTexture'), but it is needed for application
% in the imaging pipeline for fullscreen stimulus post-processing:
warpmapgltexid = Screen('GetOpenGLTexture', gloperator, warpmap);
else
% No rectangle provided: Don't create a warpmap yet:
warpmap = [];
warpmapgltexid = [];
end
% Load GLSL warp shader:
warpshader = LoadGLSLProgramFromFiles('TextureWarpShader.frag.txt');
% Setup texture unit mappings for shader:
glUseProgram(warpshader);
% Bind input image to unit 0:
glUniform1i(glGetUniformLocation(warpshader, 'Image'), 0);
% Bind input image to unit 1:
glUniform1i(glGetUniformLocation(warpshader, 'WarpMap'), 1);
glUseProgram(0);
% Add it to gloperator:
AddToGLOperator(gloperator, 'TextureWarpShader', warpshader);
% Ready!
return;
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