/usr/share/psychtoolbox-3/PsychHardware/BrightSideDisplay/ShowHDRDemo.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 | function ShowHDRDemo(imfilename, dummymode, sf, halffloat)
% ShowHDRDemo([imfilename][, dummymode][, sf]) -- Load and show a high dynamic range image
% on the BrightSide Technologies High Dynamic Range display device.
%
% 'imfilename' - Filename of the HDR image to load. Will load our standard
% low-dynamic range 'konijntjes' if 'imfilename' is omitted.
%
% 'dummymode' - If set to 1 we only run in emulation mode without use of
% the HDR device or BrightSide core library.
%
% 'sf' - Scaling factor to apply.
%
% History:
% Written 2006 by Mario Kleiner - MPI for Biological Cybernetics, Tuebingen, Germany
% and Oguz Ahmet Akyuz - Department of Computer Science, University of Central Florida.
% Make sure we run on OpenGL-Psychtoolbox. Abort otherwise.
PsychDefaultSetup(1);
% Use remapping shaders? 0 = No, 1 = Yes. Shaders are no longer needed for
% HDR drawing, as we disable color clamping in the whole pipeline, even if
% in fixed-function mode.
useshader = 0;
% For now we shorten the sync tests during debugging:
Screen('Preference', 'SkipSyncTests', 1);
% Run demo in dummy mode?
if nargin < 2
dummymode = 0;
end
% Name of an image file passed? If so, then load it. Load our default LDR
% image otherwise.
if nargin>=1 && ~isempty(imfilename)
if ~isempty(strfind(imfilename, '.hdr'))
% Load a real EXR high dynamic range file:
inimg = read_rle_rgbe(imfilename);
img(:,:,1) = flipud(inimg(:,:,1));
img(:,:,2) = flipud(inimg(:,:,2));
img(:,:,3) = flipud(inimg(:,:,3));
else
% Load a standard low dynamic range file:
img = imread(imfilename);
end
else
% No. Just load our default low dynamic range image file:
img = imread([PsychtoolboxRoot '/PsychDemos/konijntjes1024x768.jpg']);
end
% Scale by some factor:
if nargin < 3 || isempty(sf)
if ~dummymode
sf = 50;
else
sf = 1;
end
end
% Enable half-float precision by default:
if nargin < 4 || isempty(halffloat)
halffloat = 1;
end
% Scale image matrix by scalefactor 'sf':
img=double(img) * sf;
% img is now a height by width by 4 matrix with the (R,G,B,A) channels of our
% image. Now we use Psychtoolbox to make a HDR texture out of it and show
% it.
try
% Find screen to display: We choose the one with the highest number,
% assuming this is the HDR display:
screenid=max(Screen('Screens'));
% Initialize OpenGL mode of Psychtoolbox:
InitializeMatlabOpenGL;
% Open a standard fullscreen onscreen window, double-buffered with black
% background color, instead of the default white one: win is the window
% handle for this window:
if dummymode
win = BrightSideHDR('DummyOpenWindow', screenid, 0);
else
win = BrightSideHDR('OpenWindow', screenid, 0);
end
% Build a Psychtoolbox 16 bpc half-float or 32 bpc float texture from the image array:
texid = Screen('MakeTexture', win, img, [], [], 2-halffloat);
% Load our bias and rescale shader:
glslnormalizer = LoadGLSLProgramFromFiles('ScaleAndBiasShader');
prebias = glGetUniformLocation(glslnormalizer, 'prescaleoffset');
postbias = glGetUniformLocation(glslnormalizer, 'postscaleoffset');
scalefactor = glGetUniformLocation(glslnormalizer, 'scalefactor');
% Activate it for setup:
glUseProgram(glslnormalizer);
% Set no bias to be applied:
glUniform1f(prebias, 0.0);
glUniform1f(postbias, 0.0);
% Multiply all image values by a scaling factor: The HDR accepts
% values between zero and infinity, but the useable range seems to be
% zero (Dark) to something around 3000-4000. At higher values, it
% saturates in a non-linear fashion. Fractional values, e.g,. 0.5 are
% resolved at an unknown quantization level, so the range of
% displayable intensity levels is more than 3000-4000 steps. We don't
% know the real resolution without proper calibration, but according to
% their Siggraph 2004 paper its supposed to be more than 14000 levels,
% covering the full operating range in steps of single JND's. Who
% knows... ... Ten is a good value for displaying LDR images...
glUniform1f(scalefactor, 10);
% Disable it. Will be enabled when needed:
glUseProgram(0);
% Load shader for normal primitive drawing (i.e. non-textures):
glslcolor = LoadGLSLProgramFromFiles('HDRColorsShader');
% Animation loop: Show a rotating HDR image, until user presses any key
% to abort:
rotAngle = 0;
framecounter = 0;
% Initial Flip to sync us to retrace:
vbl = Screen('Flip', win);
tstart = vbl;
while ~KbCheck
% Clear backbuffer by overdrawing with a black full screen rect:
Screen('FillRect', win, 0);
% Shall we use GLSL shaders?
if useshader, glUseProgram(glslnormalizer); end;
% Draw our texture into the backbuffer. We explicitely disable bilinear
% filtering if halfffloat is 0, i.e., the texture is float32 format,
% because current Geforce 7000 series hardware is not capable of
% bilinear filtering of floating point 32 textures in hardware.
% Bilinear filtering would work, but framerate would drop from 30
% fps to 0.5 fps when the driver switches to the slow software
% fallback path. If otoh halffloat is 1, i.e. the texture is
% stored as 16 bpc half-floats, then we enable bilinear filtering,
% as modern hardware is capable of filtering that.
Screen('DrawTexture', win, texid, [], [], rotAngle, halffloat);
% Draw some 2D primitives:
if useshader
glUseProgram(glslcolor);
end
Screen('FillOval', win, [255 * 255 * 10 255 0], [500 500 600 600]);
% And some text:
Screen('TextSize', win, 30);
Screen('TextStyle', win , 1);
if dummymode==0
DrawFormattedText(win, 'If it works, it works.\nIf it doesn''t, it doesn''t.\n(Quoc Vuong, 2006)', 'center', 'center', [0 255*255*10 0]);
end
% Show updated HDR framebuffer at next vertical retrace:
vbl=Screen('Flip', win, vbl);
% Increase rotation angle to make it a bit more interesting...
rotAngle = rotAngle + 0.1;
% Count our frames...
framecounter = framecounter + 1;
end
% We're done. Print the stats:
framecounter
duration = vbl - tstart
averagefps = framecounter / duration
% Release all textures, close all windows, shutdown BrightSide library:
Screen('CloseAll');
% Well done!
fprintf('Bye bye!\n');
catch
% Error handler: If something goes wrong between try and catch, we
% close the window and abort.
% Release all textures, close all windows, shutdown BrightSide library:
Screen('CloseAll');
% Rethrow the error, so higher level routines can handle it:
psychrethrow(psychlasterror);
end;
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