/usr/share/psychtoolbox-3/PsychDemos/FastMaskedNoiseDemo.m is in psychtoolbox-3-common 3.0.9+svn2579.dfsg1-1.
This file is owned by root:root, with mode 0o644.
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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 | function FastMaskedNoiseDemo(numRects, rectSize, scale)
% FastMaskedNoiseDemo([numRects=1][, rectSize=128][, scale=1])
%
% Demonstrates how to generate and draw noise patches on-the-fly in a fast
% way. The patches are shown through circular apertures by the use of
% alpha-blending.
%
% numRects = Number of random patches to generate and draw per frame.
%
% rectSize = Size of the generated random noise image: rectSize by rectSize
% pixels. This is also the size of the Psychtoolbox noise
% texture.
%
% scale = Scalefactor to apply to texture during drawing: E.g. if you'd set
% scale = 2, then each noise pixel would be replicated to draw an image
% that is twice the width and height of the input noise image. In this
% demo, a nearest neighbour filter is applied, i.e., pixels are just
% replicated, not bilinearly filtered -- Important to preserve statistical
% independence of the random pixel values!
%
% If you play around with the parameters and compare performance to the
% FastNoiseDemo, you will notice the following:
%
% - Scaling the stimulus to a bigger size is nearly free on modern graphics
% hardware, so you can generate low-resolution noise stimuli that still
% fill a huge fraction of your display area if you want.
%
% - Drawing the aperture is nearly free, i.e., this demo runs nearly as
% fast as the FastNoiseDemo without masking. This is because modern
% gfx-hardware is highly optimized for texture drawing and alpha blending.
% The aperture textures are cached in fast onboard VRAM memory to speed up
% drawing them.
%
% - The drawing speed is mostly limited by how fast Matlab can compute new
% random dot number matrices, not by properties of the stimulus images.
%
% History:
% 4.11.2006 Written (MK).
% Abort script if it isn't executed on Psychtoolbox-3:
AssertOpenGL;
% Assign default values for all unspecified input parameters:
if nargin < 1 || isempty(numRects)
numRects = 1; % Draw one noise patch by default.
end
if nargin < 2 || isempty(rectSize)
rectSize = 128; % Default patch size is 128 by 128 noisels.
end
if nargin < 3 || isempty(scale)
scale = 1; % Don't up- or downscale patch by default.
end
try
% Find screen with maximal index:
screenid = max(Screen('Screens'));
% Open fullscreen onscreen window on that screen. Background color is
% gray, double buffering is enabled. Return a 'win'dowhandle and a
% rectangle 'winRect' which defines the size of the window.
[win, winRect] = Screen('OpenWindow', screenid, 128);
% Query monitor flip interval. We need it to properly time our
% display loop:
ifi = Screen('GetFlipInterval', win);
% Compute destination rectangle locations for the random noise patches:
% 'objRect' is a rectangle of the size 'rectSize' by 'rectSize' pixels of
% our Matlab noise image matrix:
objRect = SetRect(0,0, rectSize, rectSize);
% ArrangeRects creates 'numRects' copies of 'objRect', all nicely
% arranged / distributed in our window of size 'winRect':
dstRect = ArrangeRects(numRects, objRect, winRect);
% Now we rescale all rects: They are scaled in size by a factor 'scale':
for i=1:numRects
% Compute center position [xc,yc] of the i'th rectangle:
[xc, yc] = RectCenter(dstRect(i,:));
% Create a new rectange, centered at the same position, but 'scale'
% times the size of our pixel noise matrix 'objRect':
dstRect(i,:)=CenterRectOnPoint(objRect * scale, xc, yc);
end
% Build a nice aperture texture: Offscreen windows can be used as
% textures as well, so we open an Offscreen window of exactly the same
% size 'objRect' as our noise textures, with a gray default background.
% This way, we can use the standard Screen drawing commands to 'draw'
% our aperture:
aperture=Screen('OpenOffscreenwindow', win, 128, objRect);
% First we clear out the alpha channel of the aperture disk to zero -
% In this area the noise stimulus will shine through:
Screen('FillOval', aperture, [255 255 255 0], objRect);
% Then we draw a nice black border around the disk, now with maximum
% alpha, ie, opaque:
Screen('FrameOval', aperture, [0 0 0 255], objRect);
% Draw a little green opaque fixation spot into it:
Screen('FillOval', aperture, [0 255 0 255], CenterRect(SetRect(0,0,10,10),objRect));
% Now just for the fun of it a bit of text in red, with a randomly
% selected alpha value between 50% transparent and fully transparent.
Screen('TextSize', aperture, 24);
Screen('TextStyle', aperture, 1);
DrawFormattedText(aperture, 'Subliminal\n\nMessage', 'center', 'center', [255 0 0 (255 * 0.5 * rand)]);
% Enable alpha blending: This makes sure that the alpha channel
% (transparency channel) of our 'aperture' texture is used properly:
% It means: Whenever a new pixel is drawn to the framebuffer, then the
% new color of the framebuffer should be a weighted average of its old
% color value dstcolor and the current drawing srccolor. The alpha
% value srcalpha of the drawing color is used as weight:
% srcalpha = alpha value / 255, so alpha 0 -> srcalpha 0.0, alpha 255
% -> srcalpha 1.0.
%
% newcolor = srccolor * srcalpha + dstcolor * (1-srcalpha).
%
% This blending mode will allow to draw partially opaque shapes or
% texture images, where the opacity is controlled by the alpha value of
% the current pen color (shape drawing) or of the alpha channel of
% textures. Alpha blending can be configured in many ways. See e.g.,
% help PsychAlphaBlending, or help GL_SRC_ALPHA for further
% information.
Screen('BlendFunction', win, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
% Init framecounter to zero.
count = 0;
% Perform initial Flip and sync us to the retrace:
vbl = Screen('Flip', win);
% Recort time of start of presentation loop:
tstart = vbl;
% Run noise image drawing loop for 10 seconds.
while vbl < (tstart + 10)
% Generate and draw 'numRects' noise images:
for i=1:numRects
% Compute 'noiseimg' noise image matrix with Matlab:
% Normally distributed noise with mean 128 and stddev. 50, each
% pixel computed independently with a size of rectSize x
% rectSize noise pixels:
noiseimg=(50*randn(rectSize, rectSize) + 128);
% Convert it to a texture 'tex':
tex=Screen('MakeTexture', win, noiseimg);
% Draw the texture into the screen location defined by the
% destination rectangle 'dstRect(i,:)'. If dstRect is bigger
% than our noise image 'noiseimg', PTB will automatically
% up-scale the noise image. We set the 'filterMode' flag for
% drawing of the noise image to zero: This way the bilinear
% filter gets disabled and replaced by standard nearest
% neighbour filtering. This is important to preserve the
% statistical independence of the noise pixels in the noise
% texture! The default bilinear filtering would introduce local
% correlations when scaling is applied:
Screen('DrawTexture', win, tex, [], dstRect(i,:), [], 0);
% Overdraw the rectangular noise image with our special
% aperture image. The noise image will shine through in areas
% of the aperture image where its alpha value is zero (i.e.
% transparent):
Screen('DrawTexture', win, aperture, [], dstRect(i,:), [], 0);
% After drawing, we can discard the noise texture.
Screen('Close', tex);
end % Next noise image...
% Done with drawing the noise patches to the backbuffer, our
% stimulus is ready.:
% If you uncomment the following line, it will print out the
% elapsed computation time from last bufferswap to now. It is an
% indication of how much time was really spent by Matlab and the
% graphics hardware in order to create the final stimulus. This
% command has the side effect of slightly reducing overall speed of
% the graphics pipeline, that's why it is commented out by default.
% elapsed = Screen('DrawingFinished', win, 0, 1)
% Initiate buffer-swap.
%
% Here we specifically ask 'Flip' to swap at the next retrace after
% time 'vbl + 0.5*ifi' == The deadline is exactly one monitor refresh
% interval after the last time we updated our stimulus. Providing
% Flip with a explicit deadline allows the internal skipped frame
% detection to work more reliably, because then it has a simple
% "model" of what correct timing would be, instead of needing to
% read our mind (i.e. make an educated but possibly wrong guess)
% of what we wanted to have. PTB will also try to optimize its
% internal operations in order to meet that deadline.
% As usual, the returned vbl value will contain a good estimate of
% when the bufferswap in sync with retrace really happened. vbl
% provides the baseline for future invocations of flip.
vbl = Screen('Flip', win, vbl + 0.5*ifi);
% Increase our frame counter:
count = count + 1;
end % Next stimulus frame...
% We're done: Output average framerate:
telapsed = GetSecs - tstart
updaterate = count / telapsed
% Done. Close Screen, release all ressouces:
Screen('CloseAll');
catch
% Our usual error handler: Close screen and then...
Screen('CloseAll');
% ... rethrow the error.
psychrethrow(psychlasterror);
end
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