This file is indexed.

/usr/share/psychtoolbox-3/PsychDemos/ContrastModulatedNoiseTheClumsyStyleDemo.m is in psychtoolbox-3-common 3.0.11.20131230.dfsg1-1build1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  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
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
function ContrastModulatedNoiseTheClumsyStyleDemo(noisesize, staticnoise)
% ContrastModulatedNoiseTheClumsyStyleDemo([noisesize=512] [, staticnoise=0])
%
% This demo shows how to render contrast modulated noise with old, outdated
% graphics hardware. A rectangular image with random noise of size
% 'noisesize' by 'noisesize' pixels is created, then drawn to the display.
%
% We use alpha-blending tricks to modulate the contrast of the noise in
% realtime. In this demo you can move the mouse pointer to drag around a
% "modulation disk" of 50 pixels diameter. Noise inside the disk has a
% different contrast 'fgcontrast' from the rest of the image, which has a
% contrast of 'bgcontrast' (see top of code for fgcontrast and bgcontrast).
%
% You can press the cursor left and cursor right keys to decrement or
% increment the contrast inside the disk in steps of 0.01 units. Press
% cursor up key to set the inside disk contrast equal to outside disk
% contrast. Press ESCAPE key to finish the demo.
%
% The optional 'staticnoise' flag - if set to 1 - will render a static
% noise image instead of one that changes at each frame. That's faster
% because one doesn't need to recreate the noise texture each frame.
%
% How this works? Basically we use standard Screen 2D drawing commands to
% draw a "contrast values weight map" into the alpha-channel, so the
% alpha-channel encodes contrast values between 0.0 and 1.0 in steps of
% 1/256th. Then we draw a noise texture of fixed contrast into the
% framebuffer and the alpha-blending hardware takes care of modulating the
% contrast of the drawn noise texture with the values from the
% alpha-channel.
%
% Hardware requirements: ATI Radeon 8500 or later, NVidia Geforce2 or later
% on MacOS/X. Not Intel-GMA 950 of Intel MacBook!
%
% Limitations: This demo is meant to run on outdated graphics hardware, so
% it can't make use of the Psychtoolbox imaging pipeline, which would allow
% for a very elegant, flexible and fast implementation. We use a multi-pass
% approach here to work around hardware restrictions as much as possible.
% Some of the limitations of this approach: Contrast modulation is
% restricted to 0.0 - 1.0 and accuracy is limited to 256 levels. Clamping
% of your noise matrix (has to fit in the "normal" 8 bit 256 gray level
% range) can change the noise distribution in unwanted ways. The multi-pass
% approach used here is pretty inefficient, so redraw rates are pretty low,
% e.g., max. 15 fps on a fast MacBookPro with ATI Radeon X1600.
%
% If you have recent graphics hardware (ATI Radeon X1000 or later, NVidia
% Geforce 6000 and later), take a look at ContrastModulatedNoiseTheElegantStyleDemo.m
% instead. That demo takes advantage of the imaging pipeline, greatly
% simplifying stimulus programming and lifting basically all restrictions
% of the approach presented here. Achievable redraw rates are also much
% higher that way!

% History:
% 5.9.2007 Written (MK).

% Running on PTB-3?
AssertOpenGL;

if nargin < 1
    noisesize = [];
end

if isempty(noisesize)
    noisesize = 512;
end

if nargin < 2
    staticnoise = [];
end

if isempty(staticnoise)
    staticnoise = 0;
end

bgcontrast = 0.2;
fgcontrast = 0.4;

% Assign control keys: Cursor Left and Right for increasing/decreasing
% contrast of the noise:
KbName('UnifyKeyNames');
leftArrow = KbName('LeftArrow');
rightArrow = KbName('RightArrow');
upArrow = KbName('UpArrow');
escape = KbName('ESCAPE');

% Open onscreen window on screen with maximum id: The window gets a
% background clear color of RGB==128==neutral 50% grey and a alpha-value of
% zero. The alpha channel will be used to store the ...
screenid=max(Screen('Screens'));

try

    % Initialize OpenGL, but only for 2D drawing. We need this to be able
    % to use the low-level OpenGL command glBlendFunc():
    InitializeMatlabOpenGL([],[],1);
    [win, winRect] = Screen('OpenWindow', screenid, 128);

    % Create an offscreen window for noise with values >= 0:
    positivenoise = Screen('OpenOffscreenWindow', win, [0 0 0 0]);

    % Create an offscreen window for noise with values < 0:
    negativenoise = Screen('OpenOffscreenWindow', win, [0 0 0 0]);

    i=0;
    tonset = [];

    % Initially place the mouse cursor at the center of the window:
    [x, y] = RectCenter(winRect);
    SetMouse(x, y, win);
    HideCursor;
    
    % Main stimulus drawing loop:
    while 1
        % Increment framecounter:
        i=i+1;
        
        % Query mouse position: This will be the center of our "modulation disk":
        [x, y] = GetMouse(win);
        
        % Compute target rectangle for our drawn modulation oval:
        dstrect = CenterRectOnPoint([0 0 50 50], x, y);

        % If staticnoise is set to 1 then we only generate the noise
        % textures once -- This way we can disentangle "noise creation
        % overhead" from actual drawing overhead:
        if i==1 || staticnoise == 0
            % Generate a noisesize x noisesize matrix of random noise, mean zero,
            % stddev 1.0:
            noisematrix = randn(noisesize) * 255;

            % The following conversion has a problem: We map the magnitudes
            % between zero and 1.0 to 0-255. Values outside that magnitude
            % range will create pixel values > 255 and will be therefore
            % wrapped around (remapped) to the range 0-255. This will alter
            % the noise distribution considerably! Alternatively one could
            % generate noise with a way smaller standard deviation to avoid
            % this in most cases...
            
            % Convert to texture which only contains the positive values:
            positivenoisetex = Screen('MakeTexture', win, max(0, noisematrix));

            % Convert to texture which only contains the negative values, but
            % mirrored to become positive values:
            negativenoisetex = Screen('MakeTexture', win, -1 * min(0, noisematrix));
        end
            
        % Enable standard additive blending:
        glBlendEquation(GL.FUNC_ADD);

        % We use the alpha-channels of the offscreen windows to define the
        % modulationgains for the noise. Example: Alpha value zero = contrast
        % zero. Alpha value 255 = Maximum contrast of 1.0, Alpha value 128 =
        % Contrast of 128/255 == about 50% or 0.5.
        % First we need to initialize the whole windows alpha-channel with the
        % default "background" contrast bgcontrast. We disable alpha-blending
        % for this purpose:

        Screen('Blendfunction', positivenoise, GL_ONE, GL_ZERO);
        Screen('FillRect', positivenoise, [0 0 0 255 * bgcontrast]);

        % Now we overdraw some regions of the alpha-channel with our "modulation"
        % image - a image that contains alpha values which encode a different
        % contrast 'fgcontrast'. After this drawing op, the alpha-channel will
        % contain the final "contrast modulation landscape":
        %Screen('DrawDots', positivenoise, [x y], 50, [0 0 0 255 * fgcontrast], [], 1);
        Screen('FillOval', positivenoise, [0 0 0 255 * fgcontrast], dstrect);

        % Now we draw the positivenoise texture and use alpha-blending of
        % the drawn noise color pixels with the destination alpha-channel,
        % thereby multiplying the incoming color values with the stored
        % alpha values -- effectively a contrast modulation:
        Screen('Blendfunction', positivenoise, GL_DST_ALPHA, GL_ZERO);
        
        % The extra zero at the end forcefully disables bilinear filtering. This is
        % not strictly neccessary on correctly working hardware, but an extra
        % precaution to make sure that the noise values are blitted
        % one-to-one into the offscreen window:
        Screen('DrawTexture', positivenoise, positivenoisetex, [], [], [], 0);
        
        % Now the positivenoise offscreen window contains a correctly
        % contrast modulated noise image - but only the positive noise
        % values. We now repeat the procedure for the negative noise
        % values:
        
        Screen('Blendfunction', negativenoise, GL_ONE, GL_ZERO);
        Screen('FillRect', negativenoise, [0 0 0 255 * bgcontrast]);

        % Now we overdraw some regions of the alpha-channel with our "modulation"
        % image - a image that contains alpha values which encode a different
        % contrast 'fgcontrast'. After this drawing op, the alpha-channel will
        % contain the final "contrast modulation landscape":
        % Screen('DrawDots', negativenoise, [x y], 50, [0 0 0 255 * fgcontrast], [], 1);
        Screen('FillOval', negativenoise, [0 0 0 255 * fgcontrast], dstrect);

        % Now we draw the positivenoise texture and use alpha-blending of
        % the drawn noise color pixels with the destination alpha-channel,
        % thereby multiplying the incoming color values with the stored
        % alpha values -- effectively a contrast modulation:
        Screen('Blendfunction', negativenoise, GL_DST_ALPHA, GL_ZERO);
        
        % The extra zero at the end forcefully disables bilinear filtering. This is
        % not strictly neccessary on correctly working hardware, but an extra
        % precaution to make sure that the noise values are blitted
        % one-to-one into the offscreen window:
        Screen('DrawTexture', negativenoise, negativenoisetex, [], [], [], 0);
        
        % Now for the compositing of the final image into our onscreen
        % windows backbuffer: First draw positive noise image in additive
        % mode -- adding contrast modulated positive noise pixels to the
        % grey 50% background color:
        Screen('Blendfunction', win, GL_ONE, GL_ONE);
        Screen('DrawTexture', win, positivenoise, [], [], [], 0);
        
        % Now draw negative noise image in subtractive mode: Subtract noise
        % pixels from the current content of the framebuffer:
        glBlendEquation(GL.FUNC_REVERSE_SUBTRACT);
        Screen('DrawTexture', win, negativenoise, [], [], [], 0);
        
        % Enable standard additive blending:
        glBlendEquation(GL.FUNC_ADD);
        
        % At this point, the final image should be ready in the backbuffer
        % of our onscreen window. Ready to flip it onscreen:
        tonset(i) = Screen('Flip', win);

        % Release our noise textures in the dynamic-noise case.
        if ~staticnoise
            Screen('Close', positivenoisetex);
            Screen('Close', negativenoisetex);
        end
        
        % Keyboard queries:
        [isdown secs keycode] = KbCheck;
        if isdown
            if keycode(escape)
                break;
            end
            
            if keycode(leftArrow)
                fgcontrast = max(0, fgcontrast - 0.01);
            end
            
            if keycode(rightArrow)
                fgcontrast = min(1, fgcontrast + 0.01);
            end
            
            if keycode(upArrow)
                fgcontrast = bgcontrast;
            end
        end

        % Ready. Next loop iteration:
    end

    % Done. Close screen and finish:
    ShowCursor;
    Screen('CloseAll');
    
    % Compute avg. computation time for redraw:
    avgredrawtime = mean(diff(tonset)) * 1000
    plot(diff(tonset));
    
    % Done.
    return;
catch
    % Error. Close screen, show cursor, rethrow error:
    ShowCursor;
    Screen('CloseAll');
    psychrethrow(psychlasterror);
end