/usr/share/psychtoolbox-3/PsychDemos/DriftDemo6.m is in psychtoolbox-3-common 3.0.9+svn2579.dfsg1-1.
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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 | function DriftDemo6(angle, cyclespersecond, f)
% function DriftDemo6(angle, cyclespersecond, f)
% ___________________________________________________________________
%
% This demo demonstrates how to use Screen('DrawTexture') in combination
% with GLSL texture draw shaders to efficiently combine two drifting
% gratings with each other.
%
% The demo shows a drifting sine grating through a circular aperture. The
% drifting grating is surrounded by an annulus (a ring) that shows a second
% drifting grating with a different orientation.
%
% The demo ends after a key press or after 60 seconds have elapsed.
%
% The demo needs modern graphics hardware with shading support, otherwise
% it will abort.
%
% Compared to previous demos, we apply the aperture to the grating texture
% while drawing the grating texture, ie. in a single drawing pass, instead
% of applying it in a 2nd pass after the grating has been drawn already.
% This is simpler and faster than the dual-pass method. For this, we store
% the grating pattern in the luminance channel of a single texture, and the
% alpha-mask in the alpha channel of *the same texture*. During drawing, we
% apply a special texture filter shader (created via
% MakeTextureDrawShader()). This shader allows to treat the alpha channel
% separate from the luminance or rgb channels of a texture: It applies the
% alpha channel "as is", but applies some shift to the luminance or rgb
% channels of the texture.
%
% The procedure is repeated with a 2nd masked texture to create two
% different drifting gratings, superimposed to each other.
%
% Please note that the same effect can be achieved by clever alpha blending
% on older hardware, e.g., see DriftDemo5. The point of this demo is to
% demonstrate how to use GLSL shaders for more efficient ways of
% manipulating textures during drawing.
%
% Parameters:
%
% angle = Angle of the gratings with respect to the vertical direction.
% cyclespersecond = Speed of gratings in cycles per second.
% f = Frequency of gratings in cycles per pixel.
%
% _________________________________________________________________________
%
% see also: PsychDemos, MovieDemo
% HISTORY
% 3/31/09 mk Written.
if nargin<3
% Grating cycles/pixel
f=0.05;
end;
if nargin<2
% Speed of grating in cycles per second:
cyclespersecond=1;
end;
if nargin<1
% Angle of the grating: We default to 30 degrees.
angle=30;
end;
movieDurationSecs=60; % Abort demo after 60 seconds.
texsize=300; % Half-Size of the grating image.
try
AssertOpenGL;
% Get the list of screens and choose the one with the highest screen number.
screenNumber=max(Screen('Screens'));
% Find the color values which correspond to white and black.
white=WhiteIndex(screenNumber);
black=BlackIndex(screenNumber);
% Round gray to integral number, to avoid roundoff artifacts with some
% graphics cards:
gray=round((white+black)/2);
% This makes sure that on floating point framebuffers we still get a
% well defined gray. It isn't strictly neccessary in this demo:
if gray == white
gray=white / 2;
end
inc=white-gray;
% Open a double buffered fullscreen window with a gray background:
w =Screen('OpenWindow',screenNumber, gray);
% Make sure this GPU supports shading at all:
AssertGLSL;
% Enable alpha blending for typical drawing of masked textures:
Screen('BlendFunction', w, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
% Create a special texture drawing shader for masked texture drawing:
glsl = MakeTextureDrawShader(w, 'SeparateAlphaChannel');
% Calculate parameters of the grating:
p=ceil(1/f); % pixels/cycle, rounded up.
fr=f*2*pi;
visiblesize=2*texsize+1;
% Create one single static grating image:
x = meshgrid(-texsize:texsize + p, -texsize:texsize);
grating = gray + inc*cos(fr*x);
% Create circular aperture for the alpha-channel:
[x,y]=meshgrid(-texsize:texsize, -texsize:texsize);
circle = white * (x.^2 + y.^2 <= (texsize)^2);
% Set 2nd channel (the alpha channel) of 'grating' to the aperture
% defined in 'circle':
grating(:,:,2) = 0;
grating(1:2*texsize+1, 1:2*texsize+1, 2) = circle;
% Store alpha-masked grating in texture and attach the special 'glsl'
% texture shader to it:
gratingtex1 = Screen('MakeTexture', w, grating , [], [], [], [], glsl);
% Build a second drifting grating texture, this time half the texsize
% of the 1st texture:
texsize = ceil(texsize/2);
visible2size = 2*texsize+1;
x = meshgrid(-texsize:texsize + p, -texsize:texsize);
grating = gray + inc*cos(fr*x);
% Create circular aperture for the alpha-channel:
[x,y]=meshgrid(-texsize:texsize, -texsize:texsize);
circle = white * (x.^2 + y.^2 <= (texsize)^2);
% Set 2nd channel (the alpha channel) of 'grating' to the aperture
% defined in 'circle':
grating(:,:,2) = 0;
grating(1:2*texsize+1, 1:2*texsize+1, 2) = circle;
% Store alpha-masked grating in texture and attach the special 'glsl'
% texture shader to it:
gratingtex2 = Screen('MakeTexture', w, grating, [], [], [], [], glsl);
% Definition of the drawn source rectangle on the screen:
srcRect=[0 0 visiblesize visiblesize];
% Definition of the drawn source rectangle on the screen:
src2Rect=[0 0 visible2size visible2size];
% Query duration of monitor refresh interval:
ifi=Screen('GetFlipInterval', w);
waitframes = 1;
waitduration = waitframes * ifi;
% Recompute p, this time without the ceil() operation from above.
% Otherwise we will get wrong drift speed due to rounding!
p = 1/f; % pixels/cycle
% Translate requested speed of the gratings (in cycles per second) into
% a shift value in "pixels per frame", assuming given waitduration:
shiftperframe = cyclespersecond * p * waitduration;
% Perform initial Flip to sync us to the VBL and for getting an initial
% VBL-Timestamp for our "WaitBlanking" emulation:
vbl = Screen('Flip', w);
% We run at most 'movieDurationSecs' seconds if user doesn't abort via keypress.
vblendtime = vbl + movieDurationSecs;
i=0;
% Animation loop: Run until timeout or keypress.
while (vbl < vblendtime) & ~KbCheck %#ok<AND2>
% Shift the grating by "shiftperframe" pixels per frame. We pass
% the pixel offset 'yoffset' as a parameter to
% Screen('DrawTexture'). The attached 'glsl' texture draw shader
% will apply this 'yoffset' pixel shift to the RGB or Luminance
% color channels of the texture during drawing, thereby shifting
% the gratings. Before drawing the shifted grating, it will mask it
% with the "unshifted" alpha mask values inside the Alpha channel:
yoffset = mod(i*shiftperframe,p);
i=i+1;
% Draw first grating texture, rotated by "angle":
Screen('DrawTexture', w, gratingtex1, srcRect, [], angle, [], [], [], [], [], [0, yoffset, 0, 0]);
% Draw 2nd grating texture, rotated by "angle+45":
Screen('DrawTexture', w, gratingtex2, src2Rect, [], angle+45, [], [], [], [], [], [0, yoffset, 0, 0]);
% Flip 'waitframes' monitor refresh intervals after last redraw.
vbl = Screen('Flip', w, vbl + (waitframes - 0.5) * ifi);
end;
% The same commands wich close onscreen and offscreen windows also close textures.
Screen('CloseAll');
catch
% This "catch" section executes in case of an error in the "try" section
% above. Importantly, it closes the onscreen window if it is open.
Screen('CloseAll');
psychrethrow(psychlasterror);
end %try..catch..
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