This file is indexed.

/usr/share/psychtoolbox-3/PsychHardware/BrightSideDisplay/SimpleHDROfflineCaptureTest.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
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
function SimpleHDROfflineCaptureTest(imfilename, dummymode, sf)
% SimpleHDROfflineCaptureTest([imfilename][, dummymode][, sf])
%
% 'imfilename' - Filename of the HDR image to load. Will load our standard
% low-dynamic range 'konijntjes' if 'imfilename' is omitted.
%

% Make sure we run on OpenGL-Psychtoolbox. Abort otherwise.
PsychDefaultSetup(1);

% Run demo in dummy mode?
if nargin < 2
    dummymode = 0;
    if ~IsWin
        dummymode = 1;
    end
end

% Name of an image file passed? If so, then load it. Load our default LDR
% image otherwise.
if nargin>=1 && ~isempty(imfilename)
    % Try to read a HDR image file by one of PTB's loaders. This will
    % return an empty img if format unsupported or unknown.
    img = HDRRead(imfilename, 1);
    
    if isempty(img)
        % Load a standard low dynamic range file:
        img = double(imread(imfilename));
    end
else
    % No filename provided. Just load our default low dynamic range image file:
    img = double(imread([PsychtoolboxRoot '/PsychDemos/konijntjes1024x768.jpg']));
end

% Scale intensities by some factor. Here we set the default value:
if nargin < 3 || isempty(sf)
    if ~dummymode
        sf = 50;
    else
        sf = 0.005;
    end
end

% Scale image matrix by scalefactor 'sf':
img=img * sf;

% img is now a height by width by c matrix with up to four (R,G,B,A) channels of our
% image. Now we use Psychtoolbox to make a HDR texture out of it and show
% it.
try
    % Find screen to display: We choose the one with the highest number,
    % assuming this is the HDR display:
    screenid=max(Screen('Screens'));
    
    % Open a standard fullscreen onscreen window, double-buffered with black
    % background color, instead of the default white one: win is the window
    % handle for this window. We use the BrightSideHDR() command instead of
    % Screen(). It is a convenience wrapper around Screen, doing all the
    % additional setup work for the HDR display:
    if dummymode
        % Dummy mode: Don't run on real HDR display:
        win = BrightSideHDR('DummyOpenWindow', screenid, 0);
    else
        % HDR mode: Setup everything for HDR rendering:
        win = BrightSideHDR('OpenWindow', screenid, 0);
    end
    
    % Build a Psychtoolbox 16 bpc half-float texture from the image array
    % by setting the (optional) 'floatprecision' flag to 1. If you need
    % even more precision you can provide the value 2 instead of 1,
    % creating full 32 bpc float textures. These will take up twice the
    % amount of memory and bandwidth though and they can't be anti-aliased
    % via bilinear filtering during drawing on current hardware - unless
    % you are happy with a framerate of 0.5 fps.
    texid = Screen('MakeTexture', win, img, [], [], 2);
    
    rotAngle = 0;
    framecounter = 0;
        
    imgRaw = [];
    
    % First render loop: Render each frame "live", then take a "screenshot"
    % of the raw HDR framebuffer image into a imgRaw() matrix for later
    % replay:
    
    % Initial Flip to sync us to retrace:
    vbl = Screen('Flip', win);
    tstart = vbl;
    
    for i=1:20
        % Clear backbuffer by overdrawing with a black full screen rect:
        Screen('FillRect', win, 0);

        % Draw our HDR texture at spec'd rotation angle:
        Screen('DrawTexture', win, texid, [], [], rotAngle);

        % Draw some 2D primitives:
        Screen('FillOval', win, [255 255 0], [500 500 600 600]);
        
        % And some text:
        Screen('TextSize', win, 30);
        Screen('TextStyle', win , 1);
        DrawFormattedText(win, 'If it works, it works.\nIf it doesn''t, it doesn''t.\n(Quoc Vuong, 2006)', 'center', 'center', [0 255 0]);
        
        % Show updated HDR framebuffer at next vertical retrace:
        vbl=Screen('Flip', win, vbl);

        % Increase rotation angle to make it a bit more interesting...
        rotAngle = rotAngle + 1;
        
        % Count our frames...
        framecounter = framecounter + 1;
        
        % Take raw HDR snapshot, return it as Matlab uint8 RGB matrix:
        imgRaw{framecounter} = BrightSideHDR('GetRawFramebufferSnapshot');

        %mcls = class(imgRaw{framecounter})
        %msiz = size(imgRaw{framecounter})
    end
      
    % We're done. Print the stats:
    framecounter
    duration = vbl - tstart
    averagefps = framecounter / duration

    Screen('Flip', win, vbl);
    
    rotAngle = 0;    
    framecounter = 0;
    imgDst = {};
    
    % Offline rendering: Create offscreen windows as buffers, render to
    % them and convert to HDR framebuffer formatted image, retrieve as
    % matrix for later replay:
    
    % Generate offscreen buffer pair for offscreen conversion of HDR
    % images:
    [sourceWin, destWin] = BrightSideHDR('CreateSnapshotBufferPair');
    
    
    % Now the same as offline render:
    for i=1:20
        % Clear backbuffer by overdrawing with a black full screen rect:
        Screen('FillRect', sourceWin, 0);

        % Draw our HDR texture at spec'd rotation angle:
        Screen('DrawTexture', sourceWin, texid, [], [], rotAngle);

        % Draw some 2D primitives:
        Screen('FillOval', sourceWin, [255 255 0], [500 500 600 600]);
        
        % And some text:
        Screen('TextSize', sourceWin, 30);
        Screen('TextStyle', sourceWin , 1);
        DrawFormattedText(sourceWin, 'Offline render demo.', 'center', 'center', [0 255 0]);
        
        % Increase rotation angle to make it a bit more interesting...
        rotAngle = rotAngle + 1;
        
        % Count our frames...
        framecounter = framecounter + 1;
        
        % Take raw HDR snapshot, return it as Matlab uint8 RGB matrix:
        imgDst{framecounter} = BrightSideHDR('ConvertImageToSnapshotBuffer', destWin, sourceWin);
        %[newfb, imgDst{framecounter}] = BrightSideHDR('GetSnapshotBuffer', sourceWin);

        %mcls = class(imgDst{framecounter})
        %msiz = size(imgDst{framecounter})
        
        % Playback immediately in real framebuffer:
        % BUG HERE: This should show the rendered image live, but instead
        % it shows a green or white screen. Unknown cause...
        % BrightSideHDR('BlitRawFramebufferSnapshot', destWin);
        % Screen('Flip', win);
        %BrightSideHDR('BlitRawFramebufferSnapshot', newfb);
        %Screen('Flip', win);
        %Screen('Close', newfb);
    end
    
    % Release all textures, close all windows, shutdown BrightSide library:
    Screen('CloseAll');
    clear Screen;
    clear BrightSideHDR;
    
    % ================= SNIP ======================
    % Here you could end a session, storing the fetched imgRaw or imgDst
    % matrices to filesystem.
    %
    % Then later in a different script, load them back from filesystem,
    % then continue with code below for fast replay of such "prerecorded"
    % framebuffers:
    % ================= SNIP ======================
    
    
    
    % Try raw window + raw playback mode:
    win = BrightSideHDR('RawOpenWindow', screenid, 0);
    tic
    % Build raw HDR framebuffer textures from stored image matrices:
    for i=1:framecounter
        rawFB(i) = Screen('MakeTexture', win, imgRaw{i});
    end
    
    for i=1:framecounter
        rawFB2(i) = Screen('MakeTexture', win, imgDst{i});
    end
foo=    toc
    % Fast raw playback of first sequence of raw framebuffer textures:
    i = 0;
    while ~KbCheck
        i = mod(i+1, framecounter);
        
        BrightSideHDR('BlitRawFramebufferSnapshot', rawFB(i+1));
        Screen('Flip', win);        
    end
    
    KbReleaseWait;
    
    % Fast raw playback of 2nd sequence of raw framebuffer textures:
    i = 0;
    while ~KbCheck
        i = mod(i+1, framecounter);
        
        BrightSideHDR('BlitRawFramebufferSnapshot', rawFB2(i+1));
        Screen('Flip', win);        
    end
    
    % Close all textures, just to avoid superfluous warnings...
    Screen('Close');
    
    % Close everything else.
    Screen('CloseAll');
    
    % Restore gamma tables on HDR display:
    RestoreCluts;
    
    % Well done!
    fprintf('Bye bye!\n');
catch
    % Error handler: If something goes wrong between try and catch, we
    % close the window and abort.

    % Release all textures, close all windows, shutdown BrightSide library:
    Screen('CloseAll');

    % Restore gamma tables on HDR display:
    RestoreCluts

    % Rethrow the error, so higher level routines can handle it:
    psychrethrow(psychlasterror);
end;