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/usr/share/psychtoolbox-3/PsychOpenGL/morphtest.m is in psychtoolbox-3-common 3.0.11.20140816.dfsg1-1.

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function morphtest(objpath, texname)
% morphtest -- Quick and dirty test for moglmorpher
%
% Pass a path to a folder with .obj OBJ files, and a path to the texture image,
% e.g.,
% morphtest('/my/path/to/the/objfiles/myobjfiles*.obj', 'mytexture.png');
%
% --> Will load all .obj files starting with name myobjfiles in the folder
% /my/path/to/the/objfiles/ and the PNG texture image 'mytexture.png'.
%
% All OBJ files *must* have a matching format, so they are morpheable. -->
% Same number of vertices, texcoords, normals, same polygon index lists
% (topology).
%
% The demo will morph the first three loaded shapes modulated by a sine.
%
% Stop the demo by pressing any key.
%
% Notable implementation details:
% The call InitializeMatlabOpenGL(1) at the top of the script initializes the
% Matlab-OpenGL toolbox and enables the 3D gfx support in Psychtoolbox to
% allow proper interfacing between the OpenGL toolbox and Psychtoolbox.
%
% After this call, all OpenGL functions are made available to Matlab with
% the same - or a very similar - calling syntax as in the C programming
% language. OpenGL constants are made available in C-Style, e.g.,
% GL_DEPTH_TEST, and in a format that is optimized for Matlab, where the
% first underscore is replaced by a dot, e.g., GL.DEPTH_TEST. The former
% style is more convenient if you want to copy & paste OpenGL code written
% in C into a Matlab M-File for use, but it only works if you put all your
% code into one single M-File or function. The second style works in
% subfunctions as well, if you place the commands "global GL" and "global
% GLU" at the top of each function... This inconvenience is unavoidable due
% to the design of Matlab.
%
% In order to execute OpenGL 3D drawing commands to draw 3D stims into a
% Psychtoolbox Onscreen- or offscreen window, one needs to call
% Screen('BeginOpenGL', windowPtr). After OpenGL drawing and before
% execution of standard Screen() commands, one needs to call
% Screen('EndOpenGL', windowPtr) to tell Psychtoolbox that 3D drawing is
% finished.
%
% Some OpenGL functions that return complex parameters to Matlab are not
% yet implemented - this is work in progress. The performance will be also
% lower than when coding in a compiled language like C++ or C -- that's the
% Matlab tax you'll have to pay ;-)
%
% Apart from that, use of OpenGL for Matlab is the same as OpenGL for the C
% programming language. If you are used to OpenGL coding in C, it should be
% a zero effort transition to code in Matlab+PTB. If you don't know OpenGL
% then get yourself one of the many good books or visit one of the many
% OpenGL tutorials on the internet.
%
% The OpenGL Red Book is a great introduction and reference for OpenGL
% programming. Release 1.0 is available online, later releases can be
% purchased in any good book store:
%
% http://www.opengl.org/documentation/red_book_1.0/
%
% For more infos, code samples, tutorials, online documentation, go to:
%
% http://www.opengl.org
%
% The OpenGL for Matlab toolbox was developed and contributed under
% GPL license by Prof. Richard F. Murray, University of York, Canada.

% Is the script running in OpenGL Psychtoolbox?
AssertOpenGL;

% Default paths and names for OBJ's in MK's directories:
if nargin < 1
    if IsLinux
        objpath = '/win/kleinerm/objs/bench/lowpoly/sorted/*.obj';
    end;
    
    if IsWin
        objpath = 'U:/Ressourcen/lowpoly/*.obj';
    end;
end;
    
% Parse and build list of filenames:
objs=dir(objpath);
objpath = [fileparts(objpath) '/'];

% Default path to texture image:
if nargin < 2
    texname = [objpath 'Tex200L.png'];
end;
texname

% Load first OBJ. This will define topology and use of texcoords and normals:
obj = LoadOBJFile([objpath objs(1).name]);

% Find the screen to use for display:
screenid=max(Screen('Screens'));

% Disable Synctests for this simple demo:
Screen('Preference','SkipSyncTests',1);

% Setup Psychtoolbox for OpenGL 3D rendering support and initialize the
% mogl OpenGL for Matlab wrapper:
InitializeMatlabOpenGL(1);

% Open a double-buffered full-screen window on the main displays screen.
[win , winRect] = Screen('OpenWindow', screenid,0); % , [0 0 800 600]);

% Load and create face texture in Psychtoolbox:
texture = imread(texname);
texid = Screen('MakeTexture', win, texture);

% Retrieve a standard OpenGL texture handle and target for use with MOGL:
[gltexid gltextarget] = Screen('GetOpenGLTexture', win, texid);

% Swap (u,v) <-> (v,u) to account for the transposed images read via Matlab imread():
texcoords(2,:) = obj{1}.texcoords(1,:);
texcoords(1,:) = 1 - obj{1}.texcoords(2,:);

% Which texture type?
if gltextarget == GL.TEXTURE_2D
    % Nothing to do...
else
    % Rectangle texture: We need to rescale our texcoords as they are made for
    % power-of-two textures, not rectangle textures:
    texcoords = texcoords * size(texture,1);
end;

% Setup the OpenGL rendering context of the onscreen window for use by
% OpenGL wrapper. After this command, all following OpenGL commands will
% draw into the onscreen window 'win':
Screen('BeginOpenGL', win);

% Setup texture mapping for our face texture:
glBindTexture(gltextarget, gltexid);
glEnable(gltextarget);

% Choose texture application function: It shall modulate the light
% reflection properties of the the cubes face:
glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);

% Add first OBJ as mesh:
% Replace texcoords by our modified texcoords:
obj{1}.texcoords = texcoords;
meshid(1) = moglmorpher('addMesh', obj{1});

% Load and add all other OBJs as meshes:
for i=2:size(objs,1)
    obj=LoadOBJFile([objpath objs(i).name]);
    % Replace texcoords by our modified texcoords:
    obj{1}.texcoords = texcoords;
    meshid(i) = moglmorpher('addMesh', obj{1});
end;

% Get the aspect ratio of the screen:
ar=winRect(4)/winRect(3);

% Turn on OpenGL local lighting model: The lighting model supported by
% OpenGL is a local Phong model with Gouraud shading.
glEnable(GL_LIGHTING);

% Enable the first local light source GL_LIGHT_0. Each OpenGL
% implementation is guaranteed to support at least 8 light sources. 
glEnable(GL_LIGHT0);

% Enable proper occlusion handling via depth tests:
glEnable(GL_DEPTH_TEST);

% Define some default color as well if lighting is disabled:
glColor3f(1,1,1);

% Define the light reflection properties by setting up reflection
% coefficients for ambient, diffuse and specular reflection:
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT, [ 1 1 1 1 ]);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE, [ .78 .57 .11 1 ]);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR, [ 1 1 1 1 ]);
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,12);

% Set projection matrix: This defines a perspective projection,
% corresponding to the model of a pin-hole camera - which is a good
% approximation of the human eye and of standard real world cameras --
% well, the best aproximation one can do with 3 lines of code ;-)
glMatrixMode(GL_PROJECTION);
glLoadIdentity;

% Field of view is +/- 25 degrees from line of sight. Objects close than
% 0.1 distance units or farther away than 100 distance units get clipped
% away, aspect ratio is adapted to the monitors aspect ratio:
gluPerspective(25,1/ar,0.1,100);

% Setup modelview matrix: This defines the position, orientation and
% looking direction of the virtual camera:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;

% Cam is located at 3D position (0,0,10), points upright (0,1,0) and fixates
% at the origin (0,0,0) of the worlds coordinate system:
gluLookAt(0,0,10,0,0,0,0,1,0);

% Setup position and emission properties of the light source:

% Set background color to 'black':
glClearColor(0,0,0,0);

% Point lightsource at (0 , 0, 100)...
glLightfv(GL_LIGHT0,GL_POSITION,[ 0 0 10 0 ]);

% Emits white (1,1,1,1) diffuse light:
glLightfv(GL_LIGHT0,GL_DIFFUSE, [ 1 1 1 1 ]);

% Emits white (1,1,1,1) specular light:
glLightfv(GL_LIGHT0,GL_SPECULAR, [ 1 1 1 1 ]);

% There's also some blue, but weak (R,G,B) = (0.1, 0.1, 0.1)
% ambient light present:
glLightfv(GL_LIGHT0,GL_AMBIENT, [ .1 .1 .6 1 ]);

% Initialize amount and direction of rotation
theta=0;
rotatev=[ 0 0 1 ];

% Retrieve duration of a single monitor flip interval:
ifi = Screen('GetFlipInterval', win);

% Initially sync us to the VBL:
vbl=Screen('Flip', win);

% Some stats...
tstart=vbl;
framecount = 0;
waitframes = 1;

% Animation loop: Run until key press...
while (1)
    % Calculate rotation angle for next frame:
    theta=mod(theta+0.1,360);
    rotatev=rotatev+0.0001*[ sin((pi/180)*theta) sin((pi/180)*2*theta) sin((pi/180)*theta/5) ];
    rotatev=rotatev/sqrt(sum(rotatev.^2));
    
    glPushMatrix;

    % Setup rotation around axis:
    glRotated(theta,rotatev(1),rotatev(2),rotatev(3));

    % Scale down head to 1/10th of size:
    glScalef(0.1, 0.1, 0.1);
    
    % Clear out the backbuffer: This also cleans the depth-buffer for
    % proper occlusion handling:
    glClear;

    % Compute simple morph weight vector...
    w(1)=0.5 * (sin(framecount / 100 * 3.1415 * 2) + 1)/2;
    w(2)=0.5 * (cos(framecount / 100 * 3.1415 * 2) + 1)/2;
    w(3)=1-(w(1)+w(2));

    % Compute and render morphed shape:
    moglmorpher('renderMorph', w);

    glPopMatrix;
    
    % Finish OpenGL rendering into PTB window and check for OpenGL errors.
    Screen('EndOpenGL', win);

    % Show rendered image at next vertical retrace: Skip clearing the
    % backbuffer after flip, as this is done above by glClear anyway.
    vbl = Screen('Flip', win, vbl + (waitframes - 0.5) * ifi, 2);
    framecount = framecount + 1;

    % Switch to OpenGL rendering again for drawing of next frame:
    Screen('BeginOpenGL', win);
    
    % Check for keyboard press and exit, if so:
    if KbCheck
        break;
    end;
end

fps = framecount / (vbl - tstart)

% Shut down OpenGL rendering:
Screen('EndOpenGL', win);

% Close onscreen window and release all other ressources:
Screen('CloseAll');

% Reenable Synctests after this simple demo:
Screen('Preference','SkipSyncTests',1);

% Well done!
return