/usr/share/psychtoolbox-3/PsychDemos/BlurredMipmapDemo.m is in psychtoolbox-3-common 3.0.11.20131230.dfsg1-1build1.
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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 | function BlurredMipmapDemo(deviceIndexOrMoviename, gazeRadius, customMipmap)
% BlurredMipmapDemo - Show blurring of live video or movies via adaptive mipmapping.
%
% This demo shows how to selectively blur regions of a live video stream
% captured from an attached camera, or a live playing movie. The method
% employed here uses a GLSL shader to select an individual blur level for
% each output pixel. Pixels close to the mouse cursor (which simulates gaze
% position, e.g., as aquired by an eyetracker) will be drawn sharp, whereas
% pixels at larger radial distance will be drawn increasingly unsharp by
% low-pass filtering them.
%
% The method of blurring here is computationally efficient and fast,
% because it generates and uses a image resolution pyramid to precompute
% different versions of the video image at different resolutions. Then the
% shader just looks up color information for each individual output pixel
% from the proper "level of detail" in the pyramid of low pass filtered
% images. The resolution pyramid is auto-generated in a fast, GPU
% accelerated way for each image by use of OpenGL "mip-mapping". This
% method uses a fixed low-pass filter for downsampling, usually a box
% filter, but the exact type of filter used is system dependent and can
% vary across different graphics cards, graphics driver versions or
% operating systems.
%
% The demo requires recent graphics hardware and won't work on old graphics
% cards.
%
% Usage:
%
% BlurredMipmapDemo([deviceIndexOrMoviename=0][, gazeRadius=25][, customMipmap=0])
%
% 'gazeRadius' Some falloff radius in pixels. Controls how quickly the
% resolution degrades with increasing distance from the cursorposition.
% Smaller values give a smaller simulated "foveal area".
%
% 'deviceIndexOrMoviename' = Optional: Either the index of the video
% capture device, or the full path to a movie file. Defaults to
% auto-selected default video source.
%
% 'customMipmap' Optional: If non-zero, use a custom shader for
% downsampling during mipmap building, instead of the relatively simple
% builtin filter of the GPU.
%
% Press any key to finish the demo.
%
% History:
% 28.08.2012 mk Written.
% Child protection:
AssertOpenGL;
% Select maximum display id for output:
screenId = max(Screen('Screens'));
if nargin < 1 || isempty(deviceIndexOrMoviename)
deviceIndexOrMoviename = [];
end
if nargin < 2 || isempty(gazeRadius)
gazeRadius = 25;
end
if nargin < 3 || isempty(customMipmap)
customMipmap = 0;
end
% Is it a movie file name?
if ischar(deviceIndexOrMoviename)
% Yes: Playback the movie.
moviename = deviceIndexOrMoviename;
ismovie = 1;
else
% No: Nothing or a numeric video capture deviceindex. Do videocapture.
ismovie = 0;
end
if customMipmap == 0
% Use automatic mipmap generation by GPU driver builtin method:
dontautomip = 0;
else
% Don't generate mipmaps automatically, roll our own downsampling:
if ismovie
% This is the correct flag for 'GetMovieImage':
dontautomip = 8;
else
% This is the correct flag for 'GetCapturedImage':
dontautomip = 16;
end
end
try
% Open onscreen window with black background color:
win = Screen('OpenWindow', screenId, 0);
[w, h] = Screen('WindowSize', win); %#ok<*ASGLU>
% Load & Create a GLSL shader for adaptive mipmap lookup:
shaderpath = fileparts(mfilename('fullpath'));
shader = LoadGLSLProgramFromFiles([shaderpath filesep 'BlurredMipmapDemoShader'], 1);
% Bind texture unit 0 to shader as input source for the mip-mapped video image:
glUseProgram(shader);
glUniform1i(glGetUniformLocation(shader, 'Image'), 0);
glUseProgram(0);
% Load & Create a GLSL shader for downsampling during MipMap pyramid
% creation. This specific example shader uses a 3-by-3 gaussian filter
% kernel with a standard deviation of 1.0:
mipmapshader = LoadGLSLProgramFromFiles([shaderpath filesep 'MipMapDownsamplingShader.frag.txt'], 1);
if ismovie
% Open movie and start its playback:
movie = Screen('OpenMovie', win, moviename);
Screen('PlayMovie', movie, 1, 1, 1);
else
% Open video capture device 'deviceIndex':
grabber = Screen('OpenVideoCapture', win, deviceIndexOrMoviename);
% Start video capture:
Screen('StartVideoCapture', grabber, realmax, 1);
end
% Change cursor to a cross-hair:
ShowCursor('CrossHair');
tex = [];
count = 0;
t=GetSecs;
% Repeat until keypress or timeout of 10 minutes:
while ((GetSecs - t) < 600) && ~KbCheck
% Wait for next video image or movie frame. The first '1' asks to
% wait blocking for the next image, instead of polling. 'tex' is
% returned for recycling to increase efficiency. The specialMode
% flag '1' asks Screen() to return the texture as a GL_TEXTURE_2D
% texture. This is needed for the automatic mip-mapping for
% low-pass filtering to work:
if ismovie
% Get next movie frame:
tex = Screen('GetMovieImage', win, movie, 1, [], 1 + dontautomip);
else
% Get next video frame:
tex = Screen('GetCapturedImage', win, grabber, 1, tex, 1 + dontautomip);
end
% Valid 'tex'ture with new videoframe returned?
if tex > 0
% Yes. Get current "center of gaze" as simulated by the current
% mouse cursor position:
[gazeX, gazeY] = GetMouse(win);
% Flip y-axis direction -- Shader has origin bottom-left, not
% top-left as GetMouse():
gazeY = h - gazeY;
% Need to create mipmaps ourselves?
if dontautomip
% Yes: Use PTB's utility function for shader-based mipmap
% generation with more control, but less performance. We
% use 'mipmapshader' as downsampling shader, and '1' enable
% bilinear filtering for the shader:
CreateResolutionPyramid(tex, mipmapshader, 1);
end
% Draw new video texture from framegrabber. Apply GLSL 'shader'
% during drawing. Use filterMode 3: This will automatically
% generate the mipmap image resolution pyramid, then use the
% 'shader' to adaptively lookup lowpass filtered pixels from
% the different blur-levels of the image pyramid to simulate
% typical foveation effect of decreasing resolution with
% increasing distance to center of fixation. We pass gaze
% center (gazeX, gazeY) and radius of foveation 'gazeRadius' as
% auxParameters. auxParameters must always have a multiple of 4
% components, so we add a zero value for padding to length 4:
Screen('DrawTexture', win, tex, [], [], [], 3, [], [], shader, [], [gazeX, gazeY, gazeRadius, 0]);
% Need to close texture if movie is played back:
if ismovie
Screen('Close', tex);
end
% Show it at next video refresh:
Screen('Flip', win);
end
% Increase frame counter:
count = count + 1;
end
% Display some timing stats:
telapsed = GetSecs - t;
avgfps = count / telapsed;
fprintf('Average frames per second: %f.\n', avgfps);
if ismovie
% Stop and close movie:
Screen('PlayMovie', movie, 0);
Screen('CloseMovie', movie);
else
% Stop and close video source:
Screen('StopVideoCapture', grabber);
Screen('CloseVideoCapture', grabber);
end
% Close down everything else:
Screen('CloseAll');
catch %#ok<*CTCH>
% Error handling, emergency shutdown:
sca;
psychrethrow(psychlasterror);
end
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