/usr/share/psychtoolbox-3/PsychGLImageProcessing/CreateProceduralNoise.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 | function [noiseid, noiserect] = CreateProceduralNoise(windowPtr, width, height, noiseType, backgroundColorOffset, varargin)
% [noiseid, noiserect] = CreateProceduralNoise(windowPtr, width, height [, noiseType='ClassicPerlin'][, backgroundColorOffset =(0,0,0,0)][, param1][, param2, ...])
%
% Creates a procedural texture that allows to draw random noise stimulus patches
% in a very fast and efficient manner on modern graphics hardware.
%
% This works on GPU's with support for the OpenGL shading language and
% vertex- and fragment shaders. See ProceduralNoiseDemo for examples on how to use this function.
%
%
% Parameters and their meaning:
%
% 'windowPtr' A handle to the onscreen window.
%
%
% 'width' x 'height' The maximum 2D size (in pixels) of the noise patch.
%
%
% 'noiseType' Name of the noise function to use, defaults to 'ClassicPerlin'.
% The following types of noise are currently supported:
%
% - 'Perlin': Generates Perlin noise, which is approximately gaussian
% distributed.
%
% - 'ClassicPerlin': Like Perlin, but with the classic implementation.
%
%
% 'backgroundColorOffset' Optional, defaults to [0 0 0 0]. A RGBA offset
% color to add to the final RGBA colors of the drawn gabor, prior to
% drawing it.
%
%
% 'param1' ... 'paramN' - Parameters specific to the noise function.
%
%
% The function returns a procedural texture handle 'noiseid' that you can
% pass to the Screen('DrawTexture(s)', windowPtr, noiseid, ...) functions
% like any other texture handle. The 'noiserect' is a rectangle which
% describes the size of the noise texture support.
%
% A typical invocation to draw a single noise patch may look like this:
%
% Screen('DrawTexture', windowPtr, noiseid, [], dstRect, [], [], [],
% modulateColor, [], [], [contrast, seed, 0, 0]);
%
% Draws the patch 'noiseid' into window 'windowPtr', at position 'dstRect',
% or in the center if 'dstRect' is set to []. Make sure 'dstRect' has the
% size of 'noiserect' to avoid spatial distortions! You could do, e.g.,
% dstRect = OffsetRect(noiserect, xc, yc) to place the patch centered at
% screen position (xc,yc).
%
%
% 'modulateColor' is the base color of the noise patch - it defaults to
% white, ie. the noise has only luminance, but no color. If you'd set it to
% [255 0 0] you'd get a reddish noise.
%
%
% 'contrast' is the amplitude of your patch in intensity units - A factor
% that is multiplied to the random number before converting the
% value into a color value. 'contrast' may be a bit of a misleading term
% here...
%
% 'seed' Defines the random seed for drawing of a pseudo-random patch.
%
% Make sure to use the Screen('DrawTextures', ...); function properly,
% instead of the Screen('DrawTexture', ...); function, if you want to draw
% many different patches simultaneously - this is much faster!
%
% History:
% 18.03.2011 Written. Derived from CreateProceduralGabor. (MK)
% 26.02.2012 Updated to use classic perlin noise by default. (MK)
debuglevel = 1;
% Global GL struct: Will be initialized in the LoadGLSLProgramFromFiles
% below:
global GL;
% Make sure we have support for shaders, abort otherwise:
AssertGLSL;
if nargin < 3 || isempty(windowPtr) || isempty(width) || isempty(height)
error('You must provide "windowPtr", "width" and "height"!');
end
if nargin < 4 || isempty(noiseType)
noiseType = 'ClassicPerlin';
end
if nargin < 5 || isempty(backgroundColorOffset)
backgroundColorOffset = [0 0 0 0];
else
if length(backgroundColorOffset) < 4
error('The "backgroundColorOffset" must be a 4 component RGBA vector [red green blue alpha]!');
end
end
noiseShader = [];
if strcmpi(noiseType, 'Perlin')
% Load standard 2D Perlin noise shader:
noiseShader = LoadGLSLProgramFromFiles({'PerlinNoiseLib.frag.txt', 'BasicPerlinNoiseShader.vert.txt', 'BasicPerlinNoiseShader.frag.txt'}, debuglevel);
end
if strcmpi(noiseType, 'ClassicPerlin')
% Load standard 2D Perlin noise shader:
noiseShader = LoadGLSLProgramFromFiles({'ClassicPerlinNoiseLib.frag.txt', 'BasicPerlinNoiseShader.vert.txt', 'BasicPerlinNoiseShader.frag.txt'}, debuglevel);
end
if isempty(noiseShader)
error('Unknown/Unsupported noiseType specified or shader load error!');
end
% Setup shader:
glUseProgram(noiseShader);
% Set color offset:
glUniform4f(glGetUniformLocation(noiseShader, 'Offset'), backgroundColorOffset(1),backgroundColorOffset(2),backgroundColorOffset(3),backgroundColorOffset(4));
% Setup done:
glUseProgram(0);
% Create a purely virtual procedural texture 'gaborid' of size width x height virtual pixels.
% Attach the noiseShader to it to define its appearance:
noiseid = Screen('SetOpenGLTexture', windowPtr, [], 0, GL.TEXTURE_RECTANGLE_EXT, width, height, 1, noiseShader);
% Query and return its bounding rectangle:
noiserect = Screen('Rect', noiseid);
% Ready!
return;
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