/usr/share/psychtoolbox-3/PsychOpenGL/moglmorpher.m is in psychtoolbox-3-common 3.0.11.20131230.dfsg1-1build1.
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2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 | function [rc, varargout] = moglmorpher(cmd, arg1, arg2, arg3, arg4, arg5)
%
% Matlab OpenGL Morpher - Performs linear morphs between different 3D shapes and
% renders the resulting shape via OpenGL. Supports high-performance GPU
% based morphing on recent graphics hardware. Also performs linear morphing
% (linear combinations) between different texture images.
%
% The moglmorpher computes linear combinations of shapes and their corresponding
% surface normal vectors and texture coordinate assignments. It then renders the
% resulting shape with its resulting surface normals and texture coordinates in
% an efficient way, using the OpenGL for Matlab (MOGL) functions.
%
% It also allows to render single sub-meshes efficiently, as well as
% predictions of screen space 2D (x,y) coordinates of vertices in the mesh.
%
% The whole setup for rendering (rigid orientation and position, camera view transforms,
% assignment and setup of textures or material properties, lighting, shaders, ...) is
% left to the calling parent routines, focusing solely on high performance morphing
% and rendering of generic triangle meshes. This allows for maximum flexibility.
%
% For a specific examples of usage, have a look at MorphDemo.m and
% MorphTextureDemo.m.
%
% IMPORTANT: At the end of your script, you must call moglmorpher('reset')
% to release all ressources and reset moglmorpher into a well-defined
% state. Alternatively, you can call 'clear moglmorpher', e.g., if your
% script aborted with an error. If your forget either of these, you'll see
% some weird error messages about "Invalid window record referenced"
% at invocation of the command.
%
%
% Available subcommands and their meaning:
% ----------------------------------------
%
% moglmorpher('ForceGPUMorphingEnabled', enableflag);
%
% Forcefully enable or disable GPU based morphing. 'enableFlag'==1 ->
% Forcefully enable, 'enableFlag'==0 --> Forcefully disable.
%
% moglmorpher can perform all morphing computations and rendering completely
% on the GPU on modern graphics hardware that supports this. This provides
% a significant speedup over morphing in Matlab/Octave code on the slower
% CPU. Normally, moglmorpher auto-detects if GPU based morphing is possible
% and then enables that feature. If GPU morphing is not possible, it
% reverts to a slower Matlab CPU implementation of morphing. For GPU
% morphing, the Psychtoolbox imaging pipeline needs to be enabled by
% passing an optional valid non-zero 'imagingMode' flag to the
% Screen('OpenWindow', ...); call when opening the onscreen window. E.g.,
% the flag 'kPsychNeedFastOffscreenWindows' would enable the pipeline.
%
% There may be cases where either auto-detection goes wrong, or where you
% don't want to use GPU based morphing, e.g., if your hardware/gfx-driver
% is defective and GPU morphing doesn't work correctly, or if you want to
% use the moglmorpher('renderNormals') subfunction which is not yet
% supported in GPU mode, or if you want to perform benchmarking of GPU vs.
% non-GPU mode. In such cases you can use this subfunction to manually
% enable/disable GPU based morphing, overriding the auto-detection code.
%
% It's important to call this function before the first invocation of any
% other subfunction!
%
% GPU based operation should be efficiently supported on all ATI Radeon
% X-1000 or later hardware and all NVidia Geforce-6000 and later hardware.
% GPU based operation is not supported under OpenGL-ES1.x mobile/embedded
% GPUs.
%
%
% All following subfunctions must be only called when at least one onscreen
% window is open!
%
%
% meshid = moglmorpher('addMesh', obj);
% -- Add a new shape to the collection of shapes to be morphed. 'obj'
% is a single struct that defines the object: Subfields are obj.faces,
% obj.vertices, obj.texcoords, obj.normals, obj.colors. Their meaning is
% the same as the corresponding parameters in the following 'addMesh'
% subcommand. The 'obj' syntax is provided for convenience, as 'obj' in the
% same format as provided by LoadOBJFile, i.e. obj =
% LoadOBJFile('myfile.obj') will load the geometry in 'myfile.obj' into
% obj, which can then be passed to moglmorpher via moglmorpher('addMesh',
% obj{1}); to add the first mesh from 'myfile.obj' into the morpher.
%
%
% meshid = moglmorpher('addMesh', faces, vertices [, texcoords] [, normals] [, colors]);
% -- Add a new shape to the collection of shapes to be morphed. faces == Index
% list that defines the topology of the shape: faces is a 3 by n vector. Each of
% the n columns defines one 3D triangle face, the 3 indices in the column are
% indices into the vertices, texcoords, colors and normals vectors that define the
% properties of the vertices.
%
% vertices == A 3-by-m vector that defines the shape of the object: Each of the
% m columns defines the 3D position of one of the corresponding m vertices.
%
% normals == A 3-by-m vector whose single columns define the (nx,ny,nz) components
% of unit normal surface vectors. The normals vector is optional and only needed if
% you want to do proper lighting calculations on your object.
%
% texcoords == A 2-by-m vector of 2D texture coordinates for each corresponding vertex.
% This vector is optional and only needed if you want to apply textures to the object.
%
% colors == A 3-by-m or 4-by-m vector whose single columns define the
% (red,green,blue [,alpha]) vertex color components of each vertex in
% 'vertices' of unit normal surface vectors. The colors vector is optional
% and only needed if you want to do lighting calculations on your object.
% Most of the time you won't use vertex colors, but instead assign a
% texture for more flexibility and ease of use.
% Note: The current implementation doesn't support morphing of vertex
% colors. Instead it will simply use the vertex 'color' vector of the last
% added mesh for the morphed output -- a fixed assignment of vertex colors.
%
% The size and dimension of all provided vectors must match (==be identical) for all
% shapes. This is required, because otherwise the linear combination of shapes and
% normal vectors wouldn't be mathematically well defined.
%
% The function call returns a index for the mesh. The index is fixed for a
% given mesh unless you call moglmorpher('deleteMeshAtIndex'), in which
% case the numbering may change. See 'deleteMeshAtIndex' for details.
%
%
% moglmorpher('deleteMeshAtIndex', meshIndex [, dontReset=0]);
% -- Delete the mesh with index 'meshIndex' from the set of keyshapes. All
% keyshapes after the deleted meshIndex will "move down" one index. E.g.,
% if you delete the keyshape at meshIndex = 5, then the mesh with previous
% index 6 will become the new mesh with index 5, the mesh with old index 7 will
% become mesh 6 and so on. You have to take this renumbering into account
% for calls like moglmorpher('renderMesh') that expect the meshid, and when
% passing in a morph 'weights' vector into the morphing functions, where
% the ordering of elements changes accordingly.
%
% 'dontReset' optional: If set to 1 then moglmorpher doesn't 'reset' itself
% when the last mesh is deleted. This saves overhead for reinit, but any
% new added mesh must have the exactly same topology as the previously
% deleted meshes, or bad things will happen.
%
%
% moglmorpher('renderMesh', meshid);
% -- Render the mesh corresponding to the handle 'meshid'.
%
%
% oldEnable = moglmorpher('assumeSparseMorphWeights', enable);
% -- Enable speed optimizations under the assumption that morph weight
% vector contains mostly zero weights, if 'enable' is set to 1. Otherwise
% optimize speed under the assumption of dense weight vectors. The default
% is to assume dense vectors, ie., 'enable' == 0.
%
% Two different algorithms are used, depending on the setting of this
% switch, which have different tradeoffs. However, switching settings here
% is cheap, so you could do it on a per-morph basis. The optimal choice may
% depend on complexity of your keyshape models and speed of your GPU, so
% your mileage will vary and you'll need to benchmark both options for
% optimal speed.
%
%
% moglmorpher('renderMorph', weights [,morphnormals=1]);
% -- Compute a linear combination (a weighted average) of all stored meshes, as defined
% by the vector 'weights'. Render the final shape.
% For 'count' shapes, weight is a vector of length 'count'. The i'th scalar entry of weight
% is the coefficient used to integrate the i'th shape into the morph.
%
%
% moglmorpher('computeMorph', weights [,morphnormals=1]);
% -- Same as 'renderMorph', just that rendering of the morphed shape is
% omitted. You can render the shape later by calling the 'render' subcommand.
%
% finalresult = sum_for_i=1_to_count(shape(i) * weights(i));
% The shape (vertices) and normal vectors are linearly combined. The texture coordinates are
% not altered by the morph, neither are the vertex colors. If you set the
% optional argument morphnormals to zero, then normals are not touched by
% morphing either.
%
%
% moglmorpher('render');
% -- Renders the last shape again. This is either the last rendered mesh or the last linear
% combination.
%
%
% glListHandle = moglmorpher('renderToDisplaylist');
% -- Same as subcommand 'render', but the shape is not rendered as an image to the
% framebuffer, but stored to a new OpenGL display list. A unique 'glListHandle' to
% the new list is returned. Using this handle one can render the object
% later on via the command glCallList(glListHandle); and delete it via
% glDeleteLists(glListHandle, 1);
%
% Unsupported on OpenGL-ES.
%
%
% moglmorpher('renderRange' [, startfaceidx=0] [, endfaceidx]);
% moglmorpher('renderRangeToDisplayList' [, startfaceidx=0] [, endfaceidx]);
% -- Like 'render' and 'renderToDisplayList', except that the range of
% faces (triangles or quads) can be restricted to a subrange of the mesh.
% By default, the full mesh is rendered. 'startfaceidx' Allows start at
% given index instead of index zero. 'endfaceidx' Allows end at
% given index instead of the last face index in the mesh.
%
% Caution: Face indices count in units of surface primitives. 1 count = 1
% triangle or quad, depending on the type of your mesh.
%
% Caution: Face indices are zero-based! The first element is at index zero.
% This is different from the one-based indexing of vertices in the
% functions 'renderNormals' and 'getVertexPositions', where index 1 denotes
% the first vertex in the mesh.
%
%
% moglmorpher('renderNormals' [,normalLength=1] [, startidx=1] [, endidx]);
% -- Renders the surface normal vectors of the last shape in green, either at unit-length,
% or at 'normalLength' if this argument is provided. This is a helper function for
% checking the correctness of computed normals. It is very slow!
%
%
% vpos = moglmorpher('getVertexPositions', windowPtr [, startidx=1] [, endidx]);
% -- Compute and return a matrix which contains the projected screen space coordinates of all
% vertices that would be rendered when calling moglmorpher('render'). windowPtr is the handle
% of the window into which we render. Optional arguments startidx and endidx define the
% index of the first vertex, resp. the last vertex to transform. The returned 'vpos' is a
% vcount-by-3 matrix, where vcount is the number of returned vertices, and row i contains the
% projected 3D position of the i'th vertex vcount(i,:) = (screen_x, screen_y, depth_z);
% Unsupported on OpenGL-ES.
%
% count = moglmorpher('getMeshCount');
% -- Returns number of stored shapes.
%
%
% textureCoordinates = moglmorpher('getTexCoords');
% -- Returns current vector of textureCoordinates as used for rendering
% meshes.
%
%
% [vertices, normals] = moglmorpher('getGeometry');
% -- Returns current vector of 'vertices' and (optionally) normals as used
% for rendering meshes. Call this after (at least one call to)
% 'computeMorph' or 'renderMorph' to retrieve the current morphed mesh.
% vertices and normals are 3-by-n matrices, each column encoding the three
% components (x,y,z) of a single 3D vertex position or vertex normal.
%
%
% [texid, gltexid, gltextarget] = moglmorpher('morphTexture', windowPtr, morphWeights, keyTextures);
% -- Compute a linear combination of the Psychtoolbox textures stored in
% vector 'keyTextures', using the values in vector 'morphWeights' as
% weights. Return handles to the computed (morphed) texture. 'texid' is a
% Psychtoolbox texture handle (e.g., for use with Screen('DrawTexture')),
% gltexid is an OpenGL texture handle and gltextarget is an OpenGL texture
% target. The texture could be used for rendering, e.g., onto a surface via
% glBindTexture(gltextarget, gltexid); and disabled again via
% glBindTexture(gltextarget, 0);
%
% Input textures must be rectangle textures and the output texture will be
% a rectangle texture. The morphed texture 'texid' is owned by moglmorpher.
% You must not close it or bad things will happen!
%
%
% moglmorpher('reset');
% -- Resets the moglmorpher - deletes all internal data structures.
%
%
% CONTEXT MANAGEMENT FUNCTIONS:
%
% moglmorpher() supports use of more than one morph context. This is useful
% if you have to morph multiple separate morph-models. You can create
% and setup one dedicated context for each such model. Then you can switch
% between contexts before executing moglmorpher() commands. The commands
% will always apply to the current set context. Once you're done, you can
% delete contexts.
%
% Context switching is not free! It comes at a modest cost in terms of
% computation time spent if you have GPU based morphing enabled. It can
% consume significant time if you use software only morphing with models of
% non-trivial size.
%
% Use of these functions is optional. If you don't use them to create your
% own contexts, moglmorpher will create a single default context and use
% that. This ensures backwards compatibility to old scripts and
% single-context scripts.
%
% The following functions allow context management:
%
% context = moglmorpher('createContext' [, windowPtr]);
% -- Create a new morphing context, attached to onscreen window 'windowPtr'
% - or the default window if 'windowPtr' is omitted. Return it in
% 'context'. If you want to setup and then use the 'context', you will need
% to call 'setContext'.
%
%
% oldcontext = moglmorpher('setContext', context);
% -- Set 'context' as the new morph context, return the previously set
% current context optionally in 'oldcontext'. All other moglmorpher()
% commands always operate on the current morph context until you change the
% morphcontext to a new current morph context with this 'setContext'
% command. If you don't use 'setContext' in your scripts, moglmorpher will
% automatically create and bind a default context for use. This ensures
% backwards compatibility to scripts which don't need multiple morph
% contexts.
%
%
% currentContext = moglmorpher('getContext');
% -- Return the currently set morph context. If 'createContext' and
% 'setContext' weren't used, this is the default context which was
% automatically created by moglmorpher.
%
%
% context = moglmorpher('deleteContext', context);
% -- Delete given 'context' and release all its associated resources,
% return an emptied out copy in the optional return argument 'context'.
%
% IMPORTANT: You *must* delete all contexts with this method which have
% been created by 'createContext', otherwise you will leak resources!
% The exception is the currently bound context, which will get deleted
% automatically if moglmorpher('reset'); is called, but not otherwise!
%
% If in doubt, call this on each of your contexts and then some...
%
% One convenient way to release all resources and clean out all contexts is
% to call "clear all", this will reset everything. However, do not use
% "clear all" inside scripts which are supposed to work within GNU/Octave!
% Only call at the command prompt.
%
%
% (c) 2006-2012 Mario Kleiner - licensed to you under MIT license.
%
% History:
% Sometimes 2006 - Written (MK).
%
% 10.09.2007 Added code for high-performance GPU based morhping. (MK).
% This makes use of FBOs, PBOs and VBOs plus the PTB imaging
% pipeline to perform all morphing on the GPU, ie., all data
% always resides in VRAM, only minimal involvement of the CPU
% and host<->GPU bus --> Should provide significant speedups
% for large meshes or many meshes. Observed speedup on
% MacBookPro with ATI Radeon X1600 over Matlab7.4 is 3x.
%
% 03.11.2010 Add function 'getGeometry' to retrieve current (morphed) mesh
% geometry. (MK).
%
% 03.11.2010 Add function 'morphTexture' to morph textures as well (MK).
%
% 03.11.2010 Add support for static vertex colors (non-morphable for now) (MK).
%
% 09.02.2011 Add support for use of multiple morph contexts (MK).
%
% 09.02.2011 Add support for rendering only a subrange of faces from a mesh (MK).
%
% 23.12.2011 Add new subfunction 'deleteMeshAtIndex' for deleting of
% keyshapes. Change license from GPL to MIT (MK).
%
% 5.01.2012 Add optional 'dontReset' flag to 'deleteMeshAtIndex', so user
% can delete all keyshapes without incurring a full reset cycle (MK).
%
% 10.01.2013 Fix bug in argument checking (MK).
% 04.04.2013 Make OpenGL-ES compatible, at least basic functionality (MK).
% The GL OpenGL constant definition struct is shared with all other modules:
global GL;
% Currently used context of moglmorpher: Holds tons of internal state.
persistent ctx;
% Data type for OpenGL data, GL_FLOAT or GL_DOUBLE.
persistent usetype;
% Data type for indices, GL_UNSIGNED_INT or GL_UNSIGNED_SHORT.
persistent indextype;
% glDrawRangeElements() command supported?
persistent drawrangeelements;
% GPU accelerated morphing supported and enabled?
persistent gpubasedmorphing;
% Buggy ATI driver on old OS/X versions?
persistent isbuggyatidriver;
% Pointer to and size of current memory feedback buffer:
% This buffer is shared between all contexts.
persistent feedbackptr;
persistent feedbacksize;
% Default win'dow handle: Used if no specific onscreen window is given. If
% the default context is created and assigned, this is the window that will
% be associated with it. It gets auto-detected at startup time.
%
% If the CreateContext function is used to create contexts other than the default
% context, a specified window handle can get associated with those extra
% contexts.
persistent win;
% Sanity check:
if nargin < 1
help moglmorpher;
return;
end;
% Special subcommand: The only one to be called without open onscreen
% window:
if strcmpi(cmd, 'ForceGPUMorphingEnabled')
if nargin < 2
error('You must supply the enable flag for subfunction ForceGPUMorphingEnabled!');
end;
if ~isempty(ctx) && (ctx.objcount > 0)
error('You must call subfunction "ForceGPUMorphingEnabled" before the very first call to subfunction "addMesh"!');
end
% Assign override flag:
gpubasedmorphing = arg1;
if gpubasedmorphing
fprintf('moglmorpher: INFO: Fully GPU based morphing forcefully enabled by usercode!\n');
else
fprintf('moglmorpher: INFO: Fully GPU based morphing forcefully disabled by usercode!\n');
end
rc = 0;
return;
end
% Initialize MOGL if it didn't happen already in a different module:
if isempty(GL)
InitializeMatlabOpenGL;
end;
% Initialize feedback memory pointers:
if isempty(feedbackptr)
feedbackptr = 0;
feedbacksize = 0;
end;
if isempty(win)
% Guess-o-matic: We need the window handle of the onscreen window in
% which we are supposed to morph & render, but this doesn't get passed
% by default. Try to auto-detect:
win = Screen('GetOpenGLDrawMode');
if win == 0
% No window bound as drawing target. Just choose first open
% onscreen window:
windowlist = Screen('Windows');
if isempty(windowlist)
% Tried to invoke a moglmorpher subfunction without any open
% onscreen windows. That's a no-no...
error('You must open at least one onscreen window before calling any moglmorpher() subfunctions!');
end
win = windowlist(1);
end
end
% Check if our renderer is an ATI Radeon X-1600 under MacOS/X. If so, set
% the buggy renderer flag to take some bug of that gpu or its driver on
% OS/X into account...
if isempty(isbuggyatidriver)
% Prior assumption: No buggy driver...
isbuggyatidriver = 0;
% ATI X1000 series on OS/X?
if ~isempty(findstr(glGetString(GL.RENDERER), 'Radeon X1')) && IsOSX
% OS/X 10.4.x ATI driver is buggy, but not 10.5.5 and later.
compinfo = Screen('Computer');
osrelease = sscanf(compinfo.system, '%*s %*s %*i.%i.%i');
if (osrelease(1) < 5) || ((osrelease(1) == 5) && (osrelease(2) < 5))
% Buggy 10.4.x or a 10.5.4 or earlier: Enable workaround.
isbuggyatidriver = 1;
end
end
% Check if addition is supported for floating-point single precision
% numbers. If so, we cast all data arrays to single precision (float)
% and use GL_FLOAT instead of GL_DOUBLE for data-transfer to OpenGL.
% This is potentially faster for morphing and rendering, but only
% supported on Matlab-7 or later.
try
dummy = moglsingle(1) + moglsingle(1);
if dummy == 2
usetype = GL.FLOAT;
else
usetype = GL.DOUBLE;
end
catch
usetype = GL.DOUBLE;
end;
% Override: For GPU based morphing, we won't do the math in
% Matlab/Octave, so we can always use the more efficient GL.FLOAT type:
if gpubasedmorphing
usetype = GL.FLOAT;
end
indextype = GL.UNSIGNED_INT;
if IsGLES
% We are pretty limited on ES:
indextype = GL.UNSIGNED_SHORT;
end
end
if isempty(gpubasedmorphing)
% Test if fully GPU based morphing via FBO's VBO's PBO's and shaders is
% possible. Use it, if so:
gpubasedmorphing = 0;
% Check if all OpenGL extensions for GPU based morphing are available:
if ~isempty(findstr(glGetString(GL.EXTENSIONS), '_vertex_buffer_object')) && ...
~isempty(findstr(glGetString(GL.EXTENSIONS), '_pixel_buffer_object')) && ...
~isempty(findstr(glGetString(GL.EXTENSIONS), '_framebuffer_object')) && ...
~isempty(findstr(glGetString(GL.EXTENSIONS), 'GL_ARB_shading_language')) && ...
~isempty(findstr(glGetString(GL.EXTENSIONS), 'GL_ARB_shader_objects')) && ...
~isempty(findstr(glGetString(GL.EXTENSIONS), 'GL_ARB_fragment_shader')) && ...
(~isempty(findstr(glGetString(GL.EXTENSIONS), 'GL_APPLE_float_pixels')) || ...
~isempty(findstr(glGetString(GL.EXTENSIONS), '_color_buffer_float')))
% Test passed: All required extensions are supported.
% Check if at least minimal imaging pipeline is active. Otherwise
% this won't work:
[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');
if IsOpenGLRendering
% Disable OpenGL mode:
Screen('EndOpenGL', targetwindow);
end
winfo=Screen('GetWindowInfo', win);
if IsOpenGLRendering
% Reenable OpenGL mode:
Screen('BeginOpenGL', targetwindow);
end
if (bitand(winfo.ImagingMode, kPsychNeedFastBackingStore)==0) && (winfo.ImagingMode~= kPsychNeedFastOffscreenWindows)
fprintf('\n\nmoglmorpher: HINT: Your hardware supports fast GPU based morphing, but i cannot use it.\n');
fprintf('moglmorpher: HINT: Please set the optional "imagingMode" flag of Screen(''OpenWindow'', ...)\n');
fprintf('moglmorpher: HINT: at least equal to "kPsychNeedFastOffscreenWindows" in order to enable fast mode.\n\n');
else
% Switch to fully GPU based morphing and rendering. All work done by GPU, CPU
% will be mostly idle:
gpubasedmorphing = 1;
fprintf('moglmorpher: INFO: Fully GPU based Morphing & Rendering enabled!\n');
end
else
fprintf('moglmorpher: INFO: Only using CPU based Morphing.\n');
end
end
% Check if hardware supports glDrawRangeElements():
if isempty(drawrangeelements)
if isempty(findstr(glGetString(GL.EXTENSIONS), 'GL_EXT_draw_range_elements'))
% No glDrawRangeElements() support.
drawrangeelements = 0;
else
% glDrawRangeElements() supported.
drawrangeelements = 1;
end;
end;
% Initialize and assign default context if no current context is set:
if isempty(ctx)
ctx = internalCreateContext(win);
end
% Subcommand dispatcher:
% ======================
if strcmpi(cmd, 'createcontext')
% Create a new empty context and return it:
if nargin < 2 || isempty(arg1)
% No window handle provided. Use our default window:
mywin = win;
else
% Use given window:
mywin = arg1;
end
% Create and return the new default context:
rc = internalCreateContext(mywin);
return;
end
if strcmpi(cmd, 'deletecontext')
% Delete a given context:
if nargin < 2 || isempty(arg1)
error('In DeleteContext: You must provide a context to delete!');
end
% If the given context to destroy is the currently bound context, then
% "unbind" it before destruction:
if (isequal(arg1, ctx))
ctx = [];
end
% Delete context:
rc = arg1;
rc = internalDeleteContext(rc, gpubasedmorphing);
return;
end
if strcmpi(cmd, 'setcontext')
% Set a given context as current context:
if nargin < 2 || isempty(arg1)
error('In SetContext: You must provide a context to set!');
end
% Return the old current context:
rc = ctx;
% Assign this as the new one:
ctx = arg1;
return;
end
if strcmpi(cmd, 'getcontext')
% Return the current context:
rc = ctx;
return;
end
if strcmpi(cmd, 'reset')
% Reset ourselves:
% Any current context defined, which needs to be deleted?
if ~isempty(ctx)
% Delete current context and reset it to "undefined":
ctx = internalDeleteContext(ctx, gpubasedmorphing);
end
% Reset global state, not bound to a specific context:
% Release memory buffer, if any:
if feedbackptr~=0
moglfree(feedbackptr);
feedbackptr=0;
feedbacksize=0;
end;
% Release everything else. We can not use the clear
% function, because its use inside function bodies
% is forbidden under Octave.
drawrangeelements = [];
gpubasedmorphing = [];
% Reset success:
rc = 0;
% Done.
return;
end;
if strcmpi(cmd, 'getMeshCount')
% Return count of stored keyshapes:
rc = ctx.objcount;
return;
end;
if strcmpi(cmd, 'getTexCoords')
% Return current internal texcoords array:
rc = ctx.texcoords;
return;
end
if strcmpi(cmd, 'assumeSparseMorphWeights')
if nargin < 2
error('Need to supply "enable" flag with value 0 or 1!');
end;
% Return old setting:
rc = ctx.useSparseMorph;
% Assign new setting:
ctx.useSparseMorph = arg1;
% Done.
return;
end
if strcmpi(cmd, 'deleteMeshAtIndex')
% A mesh should be deleted from the collection of key-meshes.
if nargin < 2
error('Index of mesh to delete is missing!');
end
% Get mesh handle, sanity check:
idx = arg1;
if isempty(idx) || ~isscalar(idx) || ~isnumeric(idx) || idx < 1
error('Invalid index of mesh provided! Must be a numeric value > 0.');
end
% Does such a mesh exist?
if idx > ctx.objcount
error('Invalid mesh index provided! No mesh at given index exists.');
end
% Optional dontReset flag provided?
if nargin < 3 || isempty(arg2)
dontReset = 0;
else
dontReset = arg2;
end
% Yep: Is this the last keyshape to delete?
if (ctx.objcount == 1) && (dontReset == 0)
% Yep: Time for a big cleanup. Destroy and recreate whole ctx to
% prepare for full reinit once a new mesh is added:
% Delete current context and reset it to "undefined":
mywin = ctx.win;
internalDeleteContext(ctx, gpubasedmorphing);
% Create and return the new default context:
ctx = internalCreateContext(mywin);
% ctx is now a fresh and new. Will be filled with life at first
% 'addMesh' call. We're done:
rc = 0;
return;
end
% A signal to the 'addMesh' code on future invocations to
% not reinit the shaders, fbos etc.
if dontReset
ctx.warmstart = 1;
else
ctx.warmstart = [];
end
% More than one keyshape stored. We don't do a full ctx
% destroy-recreate, but only delete the single keyshape:
if ~gpubasedmorphing
% CPU based operation: Just delete mesh from internal array of keyshapes:
% We copy all non-deleted meshes from the old matrices into new
% matrices:
retainIdx = setdiff(1:ctx.objcount, idx);
ctx.keyvertices = ctx.keyvertices(:,:,retainIdx);
ctx.keynormals = ctx.keynormals(:,:,retainIdx);
else
% GPU based operation:
% Query current OpenGL state:
[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');
if IsOpenGLRendering
% Disable OpenGL mode:
Screen('EndOpenGL', targetwindow);
end
% Delete the keyshape texture that represents the mesh:
Screen('Close', ctx.keyshapes(idx));
% Move all non-deleted keyshapes down the stack:
retainIdx = setdiff(1:ctx.objcount, idx);
ctx.keyshapes = ctx.keyshapes(retainIdx);
% Reset masterkeyshape texture, if any:
if ~isempty(ctx.masterkeyshapetex)
Screen('Close', ctx.masterkeyshapetex);
ctx.masterkeyshapetex = [];
end
if IsOpenGLRendering
% Reenable OpenGL mode:
Screen('BeginOpenGL', targetwindow);
end
end
% Now we have one keyshape less:
ctx.objcount = ctx.objcount - 1;
% Increment total count of updates:
ctx.updatecount = ctx.updatecount + 1;
% Done.
rc = 0;
return;
end
if strcmpi(cmd, 'addMesh')
% A new mesh should be added as keyshape to the collection of key-meshes.
if nargin <2
error('Need to supply at least an obj mesh object!');
end;
argcount = nargin;
% Struct instead of separate variables provided?
if isstruct(arg1)
% Yes. Split it up into single ones.
argcount = 3;
obj = arg1;
arg1 = obj.faces;
arg2 = obj.vertices;
if ~isempty(obj.texcoords)
argcount = 4;
arg3 = obj.texcoords;
else
arg3 = [];
end
if ~isempty(obj.normals)
argcount = 5;
arg4 = obj.normals;
else
arg4 = [];
end
if isfield(obj, 'colors') && ~isempty(obj.colors)
argcount = 6;
arg5 = obj.colors;
else
arg5 = [];
end
end
% Sanity checks:
if argcount < 3
error('Need to supply at least a vector of face indices and vertices!');
end;
% If we have multiple keyshapes then all keyshapes need to have the same topology
% and number/dimensionality of vertices, normals and texcoords, otherwise morphing
% wouldn't work. On a warmstart we still have all the needed validation info and
% constraings in ctx.faces etc., despite the last keyshape being deledted, ie.
% even if ctx.objcount == 0. Therefore we validate also on a warmstart.
if (ctx.objcount > 0) || ~isempty(ctx.warmstart)
% At least one keymesh is already defined check for consistency:
if size(ctx.faces)~=size(arg1)
error('Mismatch between size of current faces array and faces array of new mesh!');
end;
if (size(ctx.vertices)~=size(arg2))
error('Mismatch between size of current vertex coords. array and array of new mesh!');
end;
if ctx.usetextures && (argcount<4 || isempty(arg3) || any(size(ctx.texcoords)~=size(arg3)))
error('Mismatch between size of current texture coords. array and array of new mesh or missing texcoords array!');
end;
if ctx.usenormals && (argcount<5 || isempty(arg4) || any(size(ctx.normals)~=size(arg4)))
error('Mismatch between size of current normals array and array of new mesh or missing normals array!');
end;
if ctx.usecolors && (argcount<6 || isempty(arg5) || any(size(ctx.vertcolors)~=size(arg5)))
error('Mismatch between size of current vertex colors array and array of new mesh or missing colors array!');
end;
end;
% Cast vector of face indices to unsigned int 32 for use by OpenGL and assign it:
if indextype == GL.UNSIGNED_INT
ctx.faces = uint32(arg1);
else
ctx.faces = uint16(arg1);
end
ctx.minvertex=min(min(ctx.faces));
ctx.maxvertex=max(max(ctx.faces));
% 2nd argument is vertex array:
ctx.vertices = double(arg2);
% 3rd (optional) argument is texture coordinate array:
if argcount>3 && ~isempty(arg3)
ctx.texcoords = double(arg3);
ctx.usetextures = 1;
end;
% 4th (optional) argument is normal vectors array:
if argcount>4 && ~isempty(arg4)
ctx.normals = double(arg4);
ctx.usenormals = 1;
end;
% Store true size of arrays:
ctx.realVertexCount = size(ctx.vertices, 2);
if ctx.usenormals
ctx.realNormalCount = size(ctx.normals, 2);
else
ctx.realNormalCount = 0;
end
% 5th (optional) argument is vertex colors array:
if argcount>5 && ~isempty(arg5)
ctx.vertcolors = double(arg5);
ctx.usecolors = 1;
end;
if size(ctx.vertices, 1) ~= 3
error('addMesh: Vertex matrix must have 3 rows for (x,y,z) 3D vertices!');
end
if ctx.usenormals && (size(ctx.normals, 1) ~= 3)
error('addMesh: Normals matrix must have 3 rows for (nx,ny,nz) 3D normals!');
end
if ctx.usetextures && ~ismember(size(ctx.texcoords, 1), [1,2,3])
error('addMesh: Texture coordinate matrix must have 1-3 rows for 1D/2D/3D texture coordinates!');
end
if ctx.usecolors && ~ismember(size(ctx.vertcolors, 1), [3,4])
error('addMesh: Vertex color matrix must have 3-4 rows for RGB or RGBA colors!');
end
% Assign vertex array and normals array to new slot in keyshape vector:
ctx.objcount = ctx.objcount + 1;
if ~gpubasedmorphing
% CPU based operation: Just copy vertices and normals into our
% internal arrays of keyshapes:
% If runtime can handle native single() aka FLOAT data type, then
% downcase to float --> More memory and speed efficient on CPU!
% Otherwise (Matlab < 7.0 or current Octave 2 and 3) keep it at our
% current double() format:
if usetype==GL.FLOAT
ctx.vertices = moglsingle(ctx.vertices);
ctx.texcoords = moglsingle(ctx.texcoords);
ctx.normals = moglsingle(ctx.normals);
ctx.vertcolors = moglsingle(ctx.vertcolors);
end;
ctx.keyvertices(:,:,ctx.objcount)=ctx.vertices(:,:);
ctx.keynormals(:,:,ctx.objcount)=ctx.normals(:,:);
else
% GPU based operation: Setup "shape textures" ie, floating point
% textures that encode vertex and normal vectors.
% The current format of vertices, texcoords and normals is
% double(), which is what we need for creation of floating point
% textures...
% Build shape vector texture:
texlinelength = 1024;
nrows = ceil(size(ctx.vertices, 2) / texlinelength);
ncols = texlinelength;
npad = (texlinelength - mod(size(ctx.vertices, 2), texlinelength));
if npad ~= texlinelength
invertices = [ctx.vertices zeros(3, npad)];
if ctx.usenormals
innormals = [ctx.normals zeros(3, npad)];
end
else
invertices = ctx.vertices;
if ctx.usenormals
innormals = ctx.normals;
end
end
c1 = flipud(transpose(reshape(invertices(1,:), ncols, nrows)));
c2 = flipud(transpose(reshape(invertices(2,:), ncols, nrows)));
c3 = flipud(transpose(reshape(invertices(3,:), ncols, nrows)));
if ctx.usenormals
c1 = [ flipud(transpose(reshape(innormals(1,:), ncols, nrows))) ; c1 ];
c2 = [ flipud(transpose(reshape(innormals(2,:), ncols, nrows))) ; c2 ];
c3 = [ flipud(transpose(reshape(innormals(3,:), ncols, nrows))) ; c3 ];
nrows = nrows * 2;
end
myshapeimg = zeros(nrows,ncols,3);
myshapeimg(:,:,1) = c1;
myshapeimg(:,:,2) = c2;
myshapeimg(:,:,3) = c3;
% Query current OpenGL state:
[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');
if IsOpenGLRendering
% Disable OpenGL mode:
Screen('EndOpenGL', targetwindow);
end
% Convert "keyshapematrix" with encoded vertex- and normal vectors
% into a 32bpc floating point texture (floatprecision == 2) and
% request immediate conversion into optimal storage format for
% Screen('TransformTexture') (orientation == 1):
ctx.keyshapes(ctx.objcount) = Screen('MakeTexture', ctx.win, myshapeimg, [], 32, 2, 1);
% Reset masterkeyshape texture, if any:
if ~isempty(ctx.masterkeyshapetex)
Screen('Close', ctx.masterkeyshapetex);
ctx.masterkeyshapetex = [];
end
% First time invocation? A warm restart (dontReset = 1 set in 'deleteMeshXXX')
% does not count as first time invocation, as a dontReset does keep all
% shaders, FBOs and other resources setup, so no need to do it here again.
if (ctx.objcount == 1) && isempty(ctx.warmstart)
% Yes! Need to allocate and setup FBO's PBO's and VBO's and create
% GLSL operator for morphing on GPU:
% Creation and init of special GLSL morph-operator for shape morphing
% on GPU:
ctx.morphshader = LoadGLSLProgramFromFiles('LinearCombinationOfTwoImagesShader.frag.txt');
ctx.morphOperator = CreateGLOperator(ctx.win, kPsychNeed32BPCFloat, ctx.morphshader, 'Multiply-Accumulate operator for shape morphing');
ctx.morphOperatorNoNormals = CreateGLOperator(ctx.win, kPsychNeed32BPCFloat, ctx.morphshader, 'No normals Multiply-Accumulate operator for shape morphing');
if ctx.usenormals
Screen('HookFunction', ctx.morphOperatorNoNormals, 'PrependBuiltin', 'UserDefinedBlit', 'Builtin:RestrictToScissorROI', sprintf('%i:%i:%i:%i', 0, 0, ncols, nrows/2));
end
% Need 'ctx.shadermorphweight' uniform location, so we can assign a
% different weight for morphing of each keyshape in morph-loop:
ctx.shadermorphweight = glGetUniformLocation(ctx.morphshader, 'Image1Weight');
% Setup all other uniforms to their fixed values:
glUseProgram(ctx.morphshader);
% Don't need 2nd weight of this shader for our purpose: Set it
% to 1.0 so we get a nice multiply-accumulate behaviour:
glUniform1f(glGetUniformLocation(ctx.morphshader, 'Image2Weight'), 1.0);
% Assign texture units to samplers:
glUniform1i(glGetUniformLocation(ctx.morphshader, 'Image1'), 0);
glUniform1i(glGetUniformLocation(ctx.morphshader, 'Image2'), 1);
glUseProgram(0);
ctx.multimorphshader = LoadGLSLProgramFromFiles('MultiMorphShader.frag.txt');
ctx.multimorphOperator = CreateGLOperator(ctx.win, kPsychNeed32BPCFloat, ctx.multimorphshader, 'Singlepass Multiply-Accumulate operator for shape morphing');
ctx.multimorphOperatorNoNormals = CreateGLOperator(ctx.win, kPsychNeed32BPCFloat, ctx.multimorphshader, 'No normals Singlepass Multiply-Accumulate operator for shape morphing');
if ctx.usenormals
Screen('HookFunction', ctx.multimorphOperatorNoNormals, 'PrependBuiltin', 'UserDefinedBlit', 'Builtin:RestrictToScissorROI', sprintf('%i:%i:%i:%i', 0, 0, ncols, nrows/2));
end
% Query needed locations of shader uniforms:
ctx.multishadermorphcount = glGetUniformLocation(ctx.multimorphshader, 'Count');
multishadermorphstride = glGetUniformLocation(ctx.multimorphshader, 'Stride');
% Setup all other uniforms to their fixed values:
glUseProgram(ctx.multimorphshader);
% Assign texture unit to sampler:
glUniform1i(glGetUniformLocation(ctx.multimorphshader, 'Image'), 0);
glUniform1i(glGetUniformLocation(ctx.multimorphshader, 'WeightImage'), 1);
glUniform1i(multishadermorphstride, nrows);
glUseProgram(0);
% Create offscreen floating point windows as morph-accumulation
% buffers: Need two of them for buffer-pingpong...
% We request 128 bpp == 32 bpc float precision:
ctx.morphbuffer(1) = Screen('OpenOffscreenWindow', ctx.win, [0 0 0 0], [0 0 ncols nrows], 128, 32);
ctx.morphbuffer(2) = Screen('OpenOffscreenWindow', ctx.win, [0 0 0 0], [0 0 ncols nrows], 128, 32);
% Create and setup PBO-backed VBO:
Screen('BeginOpenGL', ctx.win);
ctx.vbo = glGenBuffers(1);
glBindBuffer(GL.ARRAY_BUFFER, ctx.vbo);
% Calculate size of VBO in bytes:
arraycount = 1;
if ctx.usetextures
arraycount = arraycount + 1;
end
if ctx.usenormals
arraycount = arraycount + 1;
nrows= nrows / 2;
end
buffersize = arraycount * ncols*nrows*4*4;
if ~ctx.usetextures
% Allocate but don't initialize it, ie NULL pointer == 0
glBufferData(GL.ARRAY_BUFFER, buffersize, 0, GL.STREAM_COPY);
ctx.vbovertexstart = 0;
else
% Allocate it and initialize its start with texture
% coordinates:
% Assume storage requirement for texcoords is nr-components *
% nr-coords * sizeof(float) (ie 4)
texcoordsize = size(ctx.texcoords,1) * size(ctx.texcoords,2) * 4;
glBufferData(GL.ARRAY_BUFFER, buffersize, 0, GL.STREAM_COPY);
glBufferSubData(GL.ARRAY_BUFFER, 0, texcoordsize, moglsingle(ctx.texcoords));
ctx.vbovertexstart = texcoordsize;
end
if ctx.usenormals
ctx.vbonormalstart = ctx.vbovertexstart + (4 * size(invertices, 2) * 4);
else
ctx.vbonormalstart = 0;
end
glBindBuffer(GL.ARRAY_BUFFER, 0);
% Setup another VBO for the polygon face indices:
ctx.ibo = glGenBuffers(1);
glBindBuffer(GL.ELEMENT_ARRAY_BUFFER_ARB, ctx.ibo);
% Allocate buffer for number of face indices stored in 'ctx.faces',
% each taking up elsize Bytes (== sizeof(indextype)) of memory.
% Initialize immediately with content of 'ctx.faces' array and tell
% OpenGL that this won't change at all during operation
% (STATIC_DRAW):
if indextype == GL.UNSIGNED_INT
elsize = 4;
else
elsize = 2;
end
glBufferData(GL.ELEMENT_ARRAY_BUFFER_ARB, size(ctx.faces,1) * size(ctx.faces,2) * elsize, ctx.faces, GL.STATIC_DRAW);
glBindBuffer(GL.ELEMENT_ARRAY_BUFFER_ARB, 0);
Screen('EndOpenGL', ctx.win);
end
if ctx.usenormals
% Ok, a bit strange and inefficient maybe, but needed for
% correct semantics/compatibility to non-GPU-morph case. We
% need to init the normals-array subsection of the VBO with the
% normals of the current shape. In case the master-script
% requests to not morph normal vectors, this will guarantee
% that the normal vectors of the last added mesh will be used
% instead of the morphed normals:
mynormals = moglsingle([ ctx.normals ; zeros(1, size(ctx.normals, 2))]);
Screen('BeginOpenGL', ctx.win);
glBindBuffer(GL.ARRAY_BUFFER, ctx.vbo);
glBufferSubData(GL.ARRAY_BUFFER, ctx.vbonormalstart, (4 * size(ctx.normals, 2) * 4), mynormals);
glBindBuffer(GL.ARRAY_BUFFER, 0);
Screen('EndOpenGL', ctx.win);
end
if ctx.usecolors
buffersize = size(ctx.vertcolors,1) * size(ctx.vertcolors,2) * 4;
if isempty(ctx.colorvbo)
ctx.colorvbo = glGenBuffers(1);
glBindBuffer(GL.ARRAY_BUFFER, ctx.colorvbo);
glBufferData(GL.ARRAY_BUFFER, buffersize, 0, GL.STATIC_DRAW);
else
glBindBuffer(GL.ARRAY_BUFFER, ctx.colorvbo);
glBufferSubData(GL.ARRAY_BUFFER, 0, buffersize, moglsingle(ctx.vertcolors));
end
glBindBuffer(GL.ARRAY_BUFFER, 0);
end
clear invertices;
if IsOpenGLRendering
% Reenable OpenGL mode:
Screen('BeginOpenGL', targetwindow);
end
end
% Reset "warmstart" flag, as set by moglmorpher('deleteMeshXX') with
% the dontReset flag set to only delete the last keyshape, don't do
% full reset.
ctx.warmstart = [];
% Increment total count of updates:
ctx.updatecount = ctx.updatecount + 1;
% Return a handle to the new keymesh:
rc = ctx.objcount;
return;
end;
if strcmpi(cmd, 'getGeometry')
% Return current internal vertex and normals array:
if ctx.updatecount <= 1
error('Tried to retrieve morphed geometry/normals, but "computeMorph" not yet called at least once!');
end;
% Compute intense resync of GPU's VBO with our cached copies needed?
if ctx.resynccount < ctx.updatecount
% Yes: Do it.
% In cpu only mode, we have our results already in internal persistent
% matrices "ctx.vertices" and "normals", so nothing complex to do.
% In gpu mode, we need to fetch data from the GPU aka the ctx.vbo we use:
if gpubasedmorphing
% Query current OpenGL state:
[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');
if IsOpenGLRendering
% Disable OpenGL mode:
Screen('EndOpenGL', targetwindow);
end
% Get [w,h] width x height of 2D ctx.morphbuffer in "data pixels". Each
% datapixel is either a 4D-vertex coordinate or a 4D-normal vector,
% the 4th component being padding:
[w, h] = Screen('WindowSize', ctx.morphbuffer(1));
% Total buffer size is w*h elements, each with 4 components (4D)
% and each component being a 4-Byte float value. As half of this
% amount is vertex data and the other half is normal data, we
% divide by 2 to get amount of vertex / normal data to retrieve:
buffersize = w * h * 4 * 4 / 2;
Screen('BeginOpenGL', ctx.morphbuffer(1));
% Bind ctx.vbo with current (morphed) geometry (positions and normals):
glBindBuffer(GL.ARRAY_BUFFER, ctx.vbo);
ctx.vertices = zeros(4, buffersize / 4 / 4);
ctx.vertices = moglsingle(ctx.vertices);
glGetBufferSubData(GL.ARRAY_BUFFER, ctx.vbovertexstart, buffersize, ctx.vertices);
ctx.vertices = ctx.vertices(1:3, 1:ctx.realVertexCount);
if nargout > 1 && ctx.usenormals
ctx.normals = zeros(4, buffersize / 4 / 4);
ctx.normals = moglsingle(ctx.normals);
glGetBufferSubData(GL.ARRAY_BUFFER, ctx.vbonormalstart, buffersize, ctx.normals);
ctx.normals = ctx.normals(1:3, 1:ctx.realNormalCount);
end
% Done. Unbind ctx.vbo:
glBindBuffer(GL.ARRAY_BUFFER, 0);
Screen('EndOpenGL', ctx.morphbuffer(1));
if IsOpenGLRendering
% Reenable OpenGL mode:
Screen('BeginOpenGL', targetwindow);
end
end
% Resynced:
ctx.resynccount = ctx.updatecount;
end
% Return our internal arrays with current morph/render results:
rc = ctx.vertices;
if nargout > 1 && ctx.usenormals
varargout{1} = ctx.normals;
end
return;
end
if strcmpi(cmd, 'renderMesh')
% A single mesh should be rendered.
if nargin < 2
error('You need to supply the handle of the mesh to be rendered!');
end;
if arg1 <1 || arg1>ctx.objcount
error('Handle for non-existent keyshape provided!');
end;
if ~gpubasedmorphing
% CPU based operation:
% Copy vertices and normals to renderbuffers:
ctx.vertices(:,:) = ctx.keyvertices(:, :, arg1);
if ctx.usenormals
ctx.normals(:,:) = ctx.keynormals(:,:,arg1);
end;
else
% GPU morphing ops: Our geometry is stored in textures...
% Query current OpenGL state:
[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');
if IsOpenGLRendering
% Disable OpenGL mode:
Screen('EndOpenGL', targetwindow);
end
[w,h] = Screen('WindowSize', ctx.keyshapes(arg1));
Screen('BeginOpenGL', ctx.keyshapes(arg1));
glBindBuffer(GL.PIXEL_PACK_BUFFER_ARB, ctx.vbo);
% Read back whole shape texture, including normals:
glReadPixels(0, 0, w, h, GL.RGBA, GL.FLOAT, ctx.vbovertexstart);
glBindBuffer(GL.PIXEL_PACK_BUFFER_ARB, 0);
Screen('EndOpenGL', ctx.keyshapes(arg1));
if IsOpenGLRendering
% Reenable OpenGL mode:
Screen('BeginOpenGL', targetwindow);
end
end
% Increment global update counter:
ctx.updatecount = ctx.updatecount + 1;
% Set command code for rendering current content of renderbuffers:
cmd = 'render';
end;
if strcmpi(cmd, 'renderMorph') || strcmpi(cmd, 'computeMorph')
% A morph (linear combination) of all meshes should be computed and then rendered.
if nargin < 2
error('You need to supply the morph-weight vector!');
end;
if length(arg1) < 1
error('Morph weight vector needs at least 1 valid entry!');
end,
if length(arg1) > ctx.objcount
error('Morph weight vector contains more coefficients than available keyshapes!');
end;
if size(arg1, 2)~=1
arg1 = transpose(arg1);
end
% Make sure the weights are in double() format:
arg1 = double(arg1);
% By default we morph normal vectors as well. As this is not mathematically correct,
% the parent-code can prevent normal morphing by providing the optional morphnormals=0
% flag.
if nargin < 3
morphnormals=1;
else
morphnormals=arg2;
end;
if ~gpubasedmorphing
% CPU based morphing via Matlabs vector operations:
% Perform morphing of shape and normal vectors:
ctx.vertices(:,:) = ctx.keyvertices(:,:,1) * arg1(1);
for i=2:length(arg1)
if abs(arg1(i)) > 0
% Add next keyshape:
ctx.vertices(:,:) = ctx.vertices(:,:) + (ctx.keyvertices(:,:,i) * arg1(i));
end
end;
% Perform morphing of normals as well. This is not strictly correct.
if ctx.usenormals && morphnormals
ctx.normals(:,:) = ctx.keynormals(:,:,1) * arg1(1);
for i=2:length(arg1)
if abs(arg1(i)) > 0
% Add next keyshape:
ctx.normals(:,:) = ctx.normals(:,:) + (ctx.keynormals(:,:,i) * arg1(i));
end
end;
end;
else
% GPU based morphing:
% Query current OpenGL state:
[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');
if IsOpenGLRendering
% Disable OpenGL mode:
Screen('EndOpenGL', targetwindow);
end
% Targetwindow active?
if targetwindow == 0
% Nope! We are without targetwindow, e.g., due to return from
% an async flip operation. That means that no OpenGL context is
% active for this thread and all OpenGL ops would be no-ops or
% crashes. We perform a dummy call for the sole purpose to get
% our window bound and an OpenGL context activated:
dummyWinfo = Screen('GetWindowInfo', ctx.win); %#ok<NASGU>
end
% Switch to OpenGL mode and copy ctx.morphbuffer into our VBO:
[w, h] = Screen('WindowSize', ctx.morphbuffer(1));
% Do we already have a master keyshape texture which collects all
% keyshapes (textures) into one single big texture?
if isempty(ctx.masterkeyshapetex)
% No. This must be the first invocation after a call to
% 'addMesh'. Try to build the huge keyshape texture:
if (h * ctx.objcount < glGetIntegerv(GL.MAX_RECTANGLE_TEXTURE_SIZE_EXT))
% Number and size of keyshapes fits within contraints of
% hardware. Build unified keyshape texture:
ctx.masterkeyshapetex = Screen('OpenOffscreenWindow', ctx.win, [0 0 0 0], [0 0 w h*ctx.objcount], 128, 32);
for i=1:ctx.objcount
Screen('DrawTexture', ctx.masterkeyshapetex, ctx.keyshapes(ctx.objcount+1-i), [], OffsetRect([0 0 w h], 0, h*(i-1)), 0, 0);
end
% Store total count of objects to morph in shader:
if isbuggyatidriver
driverslack = 1;
else
driverslack = 0;
end
glUseProgram(ctx.multimorphshader);
glUniform1i(ctx.multishadermorphcount, ctx.objcount + driverslack);
glUseProgram(0);
end
end
% Which path to use?
if isempty(ctx.masterkeyshapetex) || (ctx.useSparseMorph > 0)
% Iterative path. Used when number and size of keyshapes
% doesn't fit into hardware constraints for a single shape
% texture.
% We iterate over all keyshape() textures, and morph-in (aka
% multiply-accumulate) one keyshape per iteration:
% Initialize our ctx.morphbuffer(1) offscreen window with empty shape:
Screen('Blendfunction', ctx.morphbuffer(1), GL_ONE, GL_ZERO);
Screen('Blendfunction', ctx.morphbuffer(2), GL_ONE, GL_ZERO);
Screen('FillRect', ctx.morphbuffer(1), [0 0 0 0]);
% Initial src- dst- assignement for buffer-pingpong:
currentsrcbuffer = 1;
currentdstbuffer = 2;
% Morph-Loop for multiply-accumulate morph operation:
for i=1:length(arg1)
% Only process keyshapes with non-zero activation weight:
if abs(arg1(i)) > 0
% Store morph weight for i'th shape in uniform for shader:
glUseProgram(ctx.morphshader);
glUniform1f(ctx.shadermorphweight, arg1(i));
glUseProgram(0);
% xform pass: Blit sum of new keyshape texture and currentsrcbuffer
% ctx.morphbuffer into currentdstbuffer ctx.morphbuffer, applying proper
% morph weight:
if morphnormals
% Normal morphing requested: Run full operator...
ctx.morphbuffer(currentdstbuffer) = Screen('TransformTexture', ctx.keyshapes(i), ctx.morphOperator, ctx.morphbuffer(currentsrcbuffer), ctx.morphbuffer(currentdstbuffer));
else
% No normal morphing: Run restricted operator...
ctx.morphbuffer(currentdstbuffer) = Screen('TransformTexture', ctx.keyshapes(i), ctx.morphOperatorNoNormals, ctx.morphbuffer(currentsrcbuffer), ctx.morphbuffer(currentdstbuffer));
end
% Switch source and destination buffers for next morph-pass:
j = currentsrcbuffer;
currentsrcbuffer = currentdstbuffer;
currentdstbuffer = j;
end
% Next morph-iteration...
end
else
% Single pass case: All shapes fit into one texture. Assign all
% morph-weights to a weight texture.
% Perform whole morph in one single blit-operation:
currentsrcbuffer = 1;
if length(arg1) ~= ctx.oldWeightLength
ctx.oldWeightLength = length(arg1);
if ~isempty(ctx.weighttex)
% Release weight texture:
Screen('Close', ctx.weighttex);
ctx.weighttex = [];
end
end
% Convert weight-vector into float texture:
if isempty(ctx.weighttex)
% Doesn't exist yet: Create it:
ctx.weighttex = Screen('MakeTexture', ctx.win, arg1, [], 32, 2, 2);
ctx.weighttexgl = Screen('GetOpenGLTexture', ctx.win, ctx.weighttex);
else
% ctx.weighttex exists already and can be recycled. Just bind
% it and set new weights in it:
glBindTexture(GL.TEXTURE_RECTANGLE_EXT, ctx.weighttexgl);
glTexSubImage2D(GL.TEXTURE_RECTANGLE_EXT, 0, 0, 0, ctx.oldWeightLength, 1, GL.LUMINANCE, GL.FLOAT, moglsingle(arg1));
glBindTexture(GL.TEXTURE_RECTANGLE_EXT, 0);
end
% xform pass: Blit all subsections of ctx.masterkeyshapetex into
% the destination buffer, applying the multimorph-shader:
if morphnormals
% Normal morphing requested: Run full operator...
ctx.morphbuffer(currentsrcbuffer) = Screen('TransformTexture', ctx.masterkeyshapetex, ctx.multimorphOperator, ctx.weighttex, ctx.morphbuffer(currentsrcbuffer));
else
% No normal morphing: Run restricted operator...
ctx.morphbuffer(currentsrcbuffer) = Screen('TransformTexture', ctx.masterkeyshapetex, ctx.multimorphOperatorNoNormals, ctx.weighttex, ctx.morphbuffer(currentsrcbuffer));
end
end
% Ok, ctx.morphbuffer(currentsrcbuffer) should contain the final morph
% result:
% DEBUG CODE: Readout morph result to Matlab:
% intex1 = Screen('GetImage', ctx.morphbuffer(currentsrcbuffer), [], [], 1);
% imshow(intex1);
% minimum= min(min(min(intex1)))
% maximum= max(max(max(intex1)))
if IsOSX
% I have no clue why this glFlush helps to prevent a crash on OS/X
% 10.4.10 with ATI Radeon X1600 when usercode has alpha-blending
% enabled, but it does. Without this glFlush() everything fine on
% WindowsXP+NVidia, but crash on OS/X ATI...
% Well, some clue, after some exchange on the Apple mailing lists,
% it seems to be an ATI driver bug...
glFlush;
end
% Switch to OpenGL mode and copy ctx.morphbuffer into our VBO:
% We use PTB's internal context here, our state mods should be safe
% for Screen():
Screen('BeginOpenGL', ctx.morphbuffer(currentsrcbuffer), 1);
glBindBuffer(GL.PIXEL_PACK_BUFFER_ARB, ctx.vbo);
% Disable alpha-blending around glReadPixels if its enabled. While
% this is not needed on OS/X, NVidia Geforce 7800 under WinXP falls
% back to software path if alpha-blending is on... Doesn't make
% sense to me, maybe a driver bug?
alphablending = glIsEnabled(GL.BLEND);
if alphablending
glDisable(GL.BLEND);
end
% Do we have normals, and if so, do we want to morph them?
if ~morphnormals && ctx.usenormals
% We have normals, but don't wanna morph them: Only read back
% half of the morphbuffers height, so we omit copying the new
% morphed normals to the normal-array section of our VBO:
glReadPixels(0, 0, w, h/2, GL.RGBA, GL.FLOAT, ctx.vbovertexstart);
else
% We either don't have normals or we have 'em and want to morph
% them. In both cases, readback the whole ctx.morphbuffer:
glReadPixels(0, 0, w, h, GL.RGBA, GL.FLOAT, ctx.vbovertexstart);
end
if alphablending
% Reenable alpha blending if it got disabled by us:
glEnable(GL.BLEND);
end
glBindBuffer(GL.PIXEL_PACK_BUFFER_ARB, 0);
Screen('EndOpenGL', ctx.morphbuffer(currentsrcbuffer));
if IsOpenGLRendering
% Reenable OpenGL mode:
Screen('BeginOpenGL', targetwindow);
end
% End of GPU based morphing:
end
% Increment total update counter:
ctx.updatecount = ctx.updatecount + 1;
% Just morph or render as well?
if strcmpi(cmd, 'renderMorph')
% Set command code for rendering current content of renderbuffers:
cmd = 'render';
else
% Only morphing requested, not rendering. Morph can be rendered via
% 'rerender' command later.
return;
end;
end;
if strcmpi(cmd, 'renderNormals')
if ctx.updatecount < 1
error('Tried to render normals in renderbuffer, but renderbuffer not yet filled!');
end;
if gpubasedmorphing
if ctx.resynccount < ctx.updatecount
% Recursive call to ourselves to update our internal vertices and
% normals matrices with readback data from the GPU's VBO:
[ctx.vertices, ctx.normals] = moglmorpher('getGeometry');
end
end
if (size(ctx.vertices,2)~=size(ctx.normals,2))
error('renderNormals: Sorry this function only works if count of normals equals count of vertices. Aborted!');
end;
if nargin < 2
arg1 = 1;
end;
if nargin < 3
startidx = 1;
else
if isempty(arg2)
startidx = 1;
else
startidx = arg2;
end;
end;
if nargin < 4
endidx = size(ctx.vertices,2);
else
if isempty(arg3)
endidx = size(ctx.vertices,2);
else
endidx = arg3;
end;
end;
% Loop over all vertices and draw their corresponding normals to
% build a vertex array for line drawing:
j = 2 * (endidx - startidx + 1);
tmpvertices = zeros(size(ctx.vertices,1), j, 'single');
j = 0;
for i=startidx:endidx
% Start position of normal is vertex position:
tmpvertices(:,j+1) = ctx.vertices(:,i);
% End position is defined by scaled normal vector: Argument 1 defines length of normal:
tmpvertices(:,j+2) = ctx.vertices(:,i) + ((ctx.normals(:,i)/norm(ctx.normals(:,i))) * arg1);
j = j + 2;
end
% Set pointer to start of vertex array:
glEnableClientState(GL.VERTEX_ARRAY);
glVertexPointer(size(ctx.vertices,1), GL.FLOAT, 0, tmpvertices);
glDrawArrays(GL.LINES, 0, j);
glDisableClientState(GL.VERTEX_ARRAY);
% Done.
return;
end;
if strcmpi(cmd, 'render') || strcmpi(cmd, 'renderToDisplaylist') || ...
strcmpi(cmd, 'renderRange') || strcmpi(cmd, 'renderRangeToDisplaylist')
% Render current content of renderbuffers via OpenGL:
if ctx.updatecount < 1
error('Tried to render content of renderbuffers, but renderbuffers not yet filled!');
end;
% Only rendering of a subrange of faces requested?
if strcmpi(cmd, 'renderRange') || strcmpi(cmd, 'renderRangeToDisplaylist')
% Yes: Assign start- and endindex of faces defining the subrange:
if nargin >= 2 && ~isempty(arg1)
startIdx = arg1;
else
startIdx = 0;
end
if nargin >= 3 && ~isempty(arg2)
endIdx = arg2;
else
endIdx = size(ctx.faces,2) - 1;
end
else
% No: Render full mesh:
startIdx = 0;
endIdx = size(ctx.faces,2) - 1;
end
% Validate:
if startIdx < 0 || startIdx > size(ctx.faces,2) - 1
error('%s: startIdx of range to render is outside defined mesh!', cmd);
end
if endIdx < 0 || endIdx > size(ctx.faces,2) - 1
error('%s: endIdx of range to render is outside defined mesh!', cmd);
end
if startIdx > endIdx
error('%s: startIdx of range to render greater than endIdx!', cmd);
end
% Compute startIdx offset and count into arrays:
fcount = endIdx - startIdx + 1;
if fcount < 1 || fcount > size(ctx.faces,2)
error('%s: Count of faces to render exceeds total size of mesh!', cmd);
end
if strcmpi(cmd, 'renderToDisplaylist') || strcmpi(cmd, 'renderRangeToDisplaylist')
% No such thing as display lists on the embedded subset:
if IsGLES
fprintf('moglmorpher: WARNING: Rendering to display list requested, but this is not possible on OpenGL-ES! Ignored.\n');
return;
end
% Create new display list and direct all rendering into it:
rc = glGenLists(1);
glNewList(rc, GL.COMPILE);
else
% Just render, don't create display list.
rc = -1;
end;
% Enable client-side vertex arrays:
glEnableClientState(GL.VERTEX_ARRAY);
if ~gpubasedmorphing
% CPU based rendering: Submit all data from host memory to GPU
% memory and render:
% Set pointer to start of vertex array:
glVertexPointer(size(ctx.vertices,1), usetype, 0, ctx.vertices);
if ctx.usenormals
% Enable client-side normal vector arrays:
glEnableClientState(GL.NORMAL_ARRAY);
% Set pointer to start of normal array:
glNormalPointer(usetype, 0, ctx.normals);
end;
if ctx.usetextures
% Enable client-side texture coordinate arrays:
glEnableClientState(GL.TEXTURE_COORD_ARRAY);
% Set pointer to start of texcoord array:
glTexCoordPointer(size(ctx.texcoords, 1), usetype, 0, ctx.texcoords);
end;
if ctx.usecolors
% Enable client-side texture coordinate arrays:
glEnableClientState(GL.COLOR_ARRAY);
% Set pointer to start of vertex color array:
glColorPointer(size(ctx.vertcolors, 1), usetype, 0, ctx.vertcolors);
end;
% Adapt startIdx of range: Matlab/Octave use 1-based index into matrices:
startIdx = startIdx + 1;
% Render mesh, using topology given by 'ctx.faces':
if drawrangeelements
% Faster rendering-path, needs OpenGL-1.2 or higher:
if (size(ctx.faces,1)==3)
glDrawRangeElements(GL.TRIANGLES, ctx.minvertex, ctx.maxvertex, fcount * 3, indextype, ctx.faces(:, startIdx:end));
elseif size(ctx.faces,1)==4
glDrawRangeElements(GL.QUADS, ctx.minvertex, ctx.maxvertex, fcount * 4, indextype, ctx.faces(:, startIdx:end));
else
error('Invalid number of rows in face index array!');
end;
else
% Slower rendering path, needed to support OpenGL-1.1 renderers as well:
if (size(ctx.faces,1)==3)
glDrawElements(GL.TRIANGLES, fcount * 3, indextype, ctx.faces(:, startIdx:end));
elseif size(ctx.faces,1)==4
glDrawElements(GL.QUADS, fcount * 4, indextype, ctx.faces(:, startIdx:end));
else
error('Invalid number of rows in face index array!');
end;
end;
else
% GPU based rendering: Setup buffer mappings for our VBO's, then
% render:
glBindBuffer(GL.ARRAY_BUFFER, ctx.vbo);
glVertexPointer(4, GL.FLOAT, 0, ctx.vbovertexstart);
if ctx.usetextures
% Enable texture coordinate arrays:
glEnableClientState(GL.TEXTURE_COORD_ARRAY);
% Set pointer to start of texcoord array:
glTexCoordPointer(size(ctx.texcoords, 1), GL.FLOAT, 0, 0);
else
glDisableClientState(GL.TEXTURE_COORD_ARRAY);
end;
if ctx.usenormals
% Enable normal vector arrays:
glEnableClientState(GL.NORMAL_ARRAY);
% Set pointer to start of normal array:
glNormalPointer(GL.FLOAT, 4*4, ctx.vbonormalstart);
else
glDisableClientState(GL.NORMAL_ARRAY);
end
if ctx.usecolors
% Enable client-side texture coordinate arrays:
glEnableClientState(GL.COLOR_ARRAY);
% We use a separate dedicated VBO for vertex colors:
glBindBuffer(GL.ARRAY_BUFFER, ctx.colorvbo);
% Set pointer to start of vertex color buffer:
glColorPointer(size(ctx.vertcolors, 1), usetype, 0, 0);
else
glDisableClientState(GL.COLOR_ARRAY);
end
% Bind face index VBO 'ctx.ibo':
glBindBuffer(GL.ELEMENT_ARRAY_BUFFER_ARB, ctx.ibo);
% Render mesh, using topology given by 'ctx.faces':
if (size(ctx.faces,1)==3)
glDrawRangeElements(GL.TRIANGLES, ctx.minvertex, ctx.maxvertex, fcount * 3, indextype, startIdx * 3 * 4);
elseif size(ctx.faces,1)==4
glDrawRangeElements(GL.QUADS, ctx.minvertex, ctx.maxvertex, fcount * 4, indextype, startIdx * 4 * 4);
else
error('Invalid number of rows in face index array!');
end;
% Unbind our VBOs:
glBindBuffer(GL.ELEMENT_ARRAY_BUFFER_ARB, 0);
glBindBuffer(GL.ARRAY_BUFFER, 0);
% End of GPU VBO rendering:
end
% Common code path for CPU and GPU based rendering:
% Disable vertex, normals and texcoord arrays:
glDisableClientState(GL.VERTEX_ARRAY);
glDisableClientState(GL.NORMAL_ARRAY);
glDisableClientState(GL.TEXTURE_COORD_ARRAY);
glDisableClientState(GL.COLOR_ARRAY);
if rc>-1
% Finalize our new display list:
glEndList;
end;
return;
end;
if strcmpi(cmd, 'getVertexPositions')
% Calling routine wants projected screen space vertex positions of all vertices
% in our current renderbuffer.
% No such thing as glFeedbackPointer() on the embedded subset:
% TODO: Reimplement some day via transform feedback on modern GL implementations?
if IsGLES
error('moglmorpher: ERROR: ''getVertexPositions'' requested, but this is not possible on OpenGL-ES! Aborted.');
return;
end
if nargin < 2 || isempty(arg1)
error('win Windowhandle missing in call to getVertexPositions!')
end;
if nargin < 3
startidx = 1;
else
if isempty(arg2)
startidx = 1;
else
startidx = arg2;
end;
end;
if nargin < 4
endidx = size(ctx.vertices,2);
else
if isempty(arg3)
endidx = size(ctx.vertices,2);
else
endidx = arg3;
end;
end;
% Correct for 0-start of OpenGL/C vs. 1-start of Matlab:
startidx = startidx - 1;
endidx = endidx - 1;
% Total count of vertices to handle:
ntotal = endidx - startidx + 1;
% We put OpenGL into feedback mode, do a pure point rendering pass, switch back to
% normal mode and return the content of the feedback buffer in an easy format.
% Compute needed capacity of feedbackbuffer, assuming all vertices in the buffer
% get transformed and none gets clipped away:
reqbuffersize = ntotal * 4 * 4; % numVertices * 4 float/vertex * 4 bytes/float.
% Feedback buffer already allocated in proper size?
if feedbackptr~=0 && feedbacksize < reqbuffersize
% Allocated, but too small for our purpose. Delete & Reallocate:
moglfree(feedbackptr);
feedbackptr=0;
feedbacksize=0;
end;
% Feedback buffer ready?
if feedbackptr==0
% Nope. Need to allocate a new one:
feedbackptr=moglmalloc(reqbuffersize);
feedbacksize=reqbuffersize;
end;
% Our feedback memory buffer is ready. Assign it to the GL: We request the
% full transformed 3D pos of the vertex:
glFeedbackBuffer(reqbuffersize/4, GL.GL_3D, feedbackptr);
% Enable client-side vertex arrays:
glEnableClientState(GL.VERTEX_ARRAY);
if gpubasedmorphing
% Set pointer to start of vertex array and bind our VBO:
glBindBuffer(GL.ARRAY_BUFFER, ctx.vbo);
glVertexPointer(4, GL.FLOAT, 0, ctx.vbovertexstart);
else
% Set pointer to start of vertex array:
glVertexPointer(size(ctx.vertices,1), usetype, 0, ctx.vertices);
end
% Put OpenGL into feedback mode:
glRenderMode(GL.FEEDBACK);
% Render vertices: This does not draw, but just transform the vertices
% into projected screen space and returns their 3D positions in the feedback-buffer:
glDrawArrays(GL.POINTS, startidx, ntotal);
if gpubasedmorphing
% Unbind our VBO:
glBindBuffer(GL.ARRAY_BUFFER, 0);
end
% Disable client-side vertex arrays:
glDisableClientState(GL.VERTEX_ARRAY);
% Put OpenGL back into normal mode and get number of items:
nritems = glRenderMode(GL.RENDER);
% Copy content of buffer into a linear matrix:
if usetype == GL.FLOAT
tmpbuffer = moglgetbuffer(feedbackptr, GL.FLOAT, nritems * 4);
else
% No single precision float's available :( - Need to do our
% ugly trick: Request data as uint32 array, then use our special cast routine to upcast it to a double matrix.
tmpbuffer = moglgetbuffer(feedbackptr, GL.UNSIGNED_INT, nritems * 4);
tmpbuffer = mogldouble(tmpbuffer);
end;
% Reshape it to be a n-by-4 matrix:
tmpbuffer = transpose(reshape(tmpbuffer, 4, floor(nritems / 4)));
% Cast to double, throw away token column:
rc(:,1:3) = double(tmpbuffer(:,2:4));
% Invert y-coordinates so they match again:
rc(:,2) = RectHeight(Screen('Rect', arg1)) - rc(:,2);
% Done. Return array in rc:
return;
end;
% Take vector of textures and matching vector of morphWeights and linearly
% combine those textures according to the weights. Return handles to
% resulting texture:
if strcmpi(cmd, 'morphTexture')
if nargin < 3 || isempty(arg1) || isempty(arg2) || isempty(arg3)
error('morphTexture: At least one of the required arguments windowPtr, weights or keytextures is missing!');
end
if ~gpubasedmorphing
highprec = 0;
else
highprec = 1;
end
mywin = arg1;
weights = arg2;
texkeyshapes = arg3;
refrect = Screen('Rect', texkeyshapes(1));
for i=2:length(texkeyshapes)
if ~isequal(refrect, Screen('Rect', texkeyshapes(i)))
error('morphTexture: Not all passed keytextures have the same size (width x height) as required!');
end
end
if length(weights) > length(texkeyshapes)
error('morphTexture: Vector of weights has more components than vector of keytextures!');
end
% Buffers exist, but don't match the size of the keytextures?
if ~isempty(ctx.texmorphbuffer) && ~isequal(refrect, Screen('Rect', ctx.texmorphbuffer(1)))
% Release current buffers:
Screen('Close', ctx.texmorphbuffer);
ctx.texmorphbuffer = [];
end
% (Re-)Create morph buffers if they don't already exist:
if isempty(ctx.texmorphbuffer)
if highprec
% Create float buffers of matching size:
ctx.texmorphbuffer(1) = Screen('OpenOffscreenWindow', mywin, [0 0 0 0], refrect, 128, 32);
ctx.texmorphbuffer(2) = Screen('OpenOffscreenWindow', mywin, [0 0 0 0], refrect, 128, 32);
% Setup proper blend mode:
Screen('Blendfunction', ctx.texmorphbuffer(1), GL_ONE, GL_ZERO);
Screen('Blendfunction', ctx.texmorphbuffer(2), GL_ONE, GL_ZERO);
else
% Create low precision buffer of matching size:
ctx.texmorphbuffer(1) = Screen('OpenOffscreenWindow', mywin, [0 0 0 0], refrect, 32, 32);
% Setup proper blend mode for morphing via blending: alpha
% value will define blend weight:
Screen('Blendfunction', ctx.texmorphbuffer(1), GL_SRC_ALPHA, GL_ONE);
end
else
% Initialize our ctx.texmorphbuffer offscreen windows with empty textures:
if highprec
Screen('FillRect', ctx.texmorphbuffer(1), [0 0 0 0]);
else
% Prefill buffer with 1st morphed texture:
Screen('Blendfunction', ctx.texmorphbuffer(1), GL_SRC_ALPHA, GL_ZERO);
Screen('DrawTexture', ctx.texmorphbuffer(1), texkeyshapes(1), [], [], [], 0, weights(1));
Screen('Blendfunction', ctx.texmorphbuffer(1), GL_SRC_ALPHA, GL_ONE);
end
end
if gpubasedmorphing && isempty(ctx.texmorphOperator)
ctx.texmorphshader = LoadGLSLProgramFromFiles('LinearCombinationOfTwoImagesShader.frag.txt');
ctx.texmorphOperator = CreateGLOperator(mywin, kPsychNeed32BPCFloat, ctx.texmorphshader, 'Multiply-Accumulate operator for texture morphing');
% Need 'ctx.shadermorphweight' uniform location, so we can assign a
% different weight for morphing of each keyshape in morph-loop:
ctx.texshadermorphweight = glGetUniformLocation(ctx.texmorphshader, 'Image1Weight');
% Setup all other uniforms to their fixed values:
glUseProgram(ctx.texmorphshader);
% Don't need 2nd weight of this shader for our purpose: Set it
% to 1.0 so we get a nice multiply-accumulate behaviour:
glUniform1f(glGetUniformLocation(ctx.texmorphshader, 'Image2Weight'), 1.0);
% Assign texture units to samplers:
glUniform1i(glGetUniformLocation(ctx.texmorphshader, 'Image1'), 0);
glUniform1i(glGetUniformLocation(ctx.texmorphshader, 'Image2'), 1);
glUseProgram(0);
end
if highprec
% We iterate over all keytextures, and morph-in (aka
% multiply-accumulate) one keytexture per iteration:
% Initial src- dst- assignement for buffer-pingpong:
currentsrcbuffer = 1;
currentdstbuffer = 2;
% Morph-Loop for multiply-accumulate morph operation:
for i=1:length(weights)
% Only process keytextures with non-zero activation weight:
if abs(weights(i)) > 0
% Store morph weight for i'th texture in uniform for shader:
glUseProgram(ctx.texmorphshader);
glUniform1f(ctx.texshadermorphweight, weights(i));
glUseProgram(0);
% xform pass: Blit sum of new keytexture and currentsrcbuffer
% into currentdstbuffer, applying proper morph weight:
ctx.texmorphbuffer(currentdstbuffer) = Screen('TransformTexture', texkeyshapes(i), ctx.texmorphOperator, ctx.texmorphbuffer(currentsrcbuffer), ctx.texmorphbuffer(currentdstbuffer));
% Switch source and destination buffers for next morph-pass:
j = currentsrcbuffer;
currentsrcbuffer = currentdstbuffer;
currentdstbuffer = j;
end
% Next morph-iteration...
end
else
% Fast path: Less accurate, but works on old gpu's.
currentsrcbuffer = 1;
if any(weights < 0)
fprintf('moglmorpher: morphTexture: WARNING! Running in shaderless low-precision mode and some\n');
fprintf('moglmorpher: morphTexture: morph weights are < 0. I can''t handle this correctly, results\n');
fprintf('moglmorpher: morphTexture: will be wrong! Enable gpu based morphing for me to cope with this.\n');
end
for i=2:length(weights)
% Only process keytextures with non-zero activation weight:
if weights(i) > 0
% Draw i'th texkeyshape (weighted by weight(i)) on top of
% ctx.texmorphbuffer(1), thereby multiply-adding it due to the
% selected blending mode:
Screen('DrawTexture', ctx.texmorphbuffer(1), texkeyshapes(i), [], [], [], 0, weights(i));
end
% Next morph-iteration...
end
end
% outtex is handle to final texture:
outtex = ctx.texmorphbuffer(currentsrcbuffer);
% Return ptb handle as 1st argument:
rc = outtex;
% Return opengl handle and gltexture target as 2nd and 3rd argument:
[varargout{1}, varargout{2}] = Screen('GetOpenGLTexture', mywin, outtex);
return;
end;
% No matching command for given command string:
error('Invalid subcommand specified!');
return; %#ok<UNRCH>
end
% Internal helper: Initialize a new default empty context structure:
function newctx = internalCreateContext(mywin)
% Set mywin as this contexts window:
newctx.win = mywin;
% Setup empty defaults:
newctx.objcount = 0;
newctx.warmstart = [];
newctx.usetextures = 0;
newctx.usenormals = 0;
newctx.usecolors = 0;
newctx.updatecount = 0;
newctx.resynccount = 0;
newctx.useSparseMorph = 0;
newctx.realVertexCount = 0;
newctx.realNormalCount = 0;
newctx.vertices = [];
newctx.normals = [];
newctx.texcoords = [];
newctx.vertcolors = [];
newctx.faces = [];
newctx.keyshapes = [];
newctx.masterkeyshapetex = [];
newctx.vbo = [];
newctx.colorvbo = [];
newctx.ibo = [];
newctx.morphbuffer = [];
newctx.morphOperatorNoNormals = [];
newctx.morphOperator = [];
newctx.multimorphOperatorNoNormals = [];
newctx.multimorphOperator = [];
newctx.morphshader = [];
newctx.multimorphshader = [];
newctx.vbovertexstart = [];
newctx.vbonormalstart = [];
newctx.weighttex = [];
newctx.weighttexgl = [];
newctx.oldWeightLength = -1;
newctx.texmorphbuffer = [];
newctx.texmorphOperator = [];
newctx.texmorphshader = [];
newctx.texshadermorphweight = [];
% Return new empty default context 'newctx'.
return;
end
% Internal helper: Delete a context structure, release all associated
% resources:
function delctx = internalDeleteContext(delctx, gpubasedmorphing)
if (gpubasedmorphing > 0) && (delctx.objcount > 0)
% Query current OpenGL state:
[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');
if IsOpenGLRendering
% Disable OpenGL mode:
Screen('EndOpenGL', targetwindow);
end
% Release keyshape textures with vertices and normals:
for i=1:delctx.objcount
Screen('Close', delctx.keyshapes(i));
end
delctx.keyshapes = [];
% Reset masterkeyshape texture, if any:
if ~isempty(delctx.masterkeyshapetex)
Screen('Close', delctx.masterkeyshapetex);
delctx.masterkeyshapetex = [];
end
if ~isempty(delctx.weighttex)
% Release weight texture:
Screen('Close', delctx.weighttex);
delctx.weighttex = [];
end
% Release Offscreen windows:
Screen('Close', delctx.morphbuffer(1));
Screen('Close', delctx.morphbuffer(2));
delctx.morphbuffer = [];
% Release shader:
Screen('Close', delctx.morphOperator);
Screen('Close', delctx.morphOperatorNoNormals);
delctx.morphOperatorNoNormals = [];
delctx.morphOperator = [];
Screen('Close', delctx.multimorphOperator);
Screen('Close', delctx.multimorphOperatorNoNormals);
delctx.multimorphOperatorNoNormals = [];
delctx.multimorphOperator = [];
glDeleteProgram(delctx.morphshader);
delctx.morphshader = [];
glDeleteProgram(delctx.multimorphshader);
delctx.multimorphshader = [];
if ~isempty(delctx.texmorphbuffer)
Screen('Close', delctx.texmorphbuffer);
delctx.texmorphbuffer = [];
end
if ~isempty(delctx.texmorphOperator)
Screen('Close', delctx.texmorphOperator);
delctx.texmorphOperator = [];
end
if ~isempty(delctx.texmorphshader)
glDeleteProgram(delctx.texmorphshader);
delctx.texmorphshader = [];
delctx.texshadermorphweight = [];
end
if IsOpenGLRendering
% Reenable OpenGL mode:
Screen('BeginOpenGL', targetwindow);
end
% Release VBOs:
glDeleteBuffers(1, delctx.vbo);
delctx.vbo = [];
delctx.vbovertexstart = [];
delctx.vbonormalstart = [];
glDeleteBuffers(1, delctx.ibo);
delctx.ibo = [];
if ~isempty(delctx.colorvbo)
glDeleteBuffers(1, delctx.colorvbo);
delctx.colorvbo = [];
end
delctx.weighttexgl = [];
delctx.oldWeightLength = -1;
delctx.objcount = [];
delctx.vertices = [];
delctx.normals = [];
delctx.texcoords = [];
delctx.vertcolors = [];
delctx.faces = [];
delctx.keyvertices = [];
delctx.keynormals = [];
delctx.win = [];
delctx.useSparseMorph = [];
delctx.realVertexCount = [];
delctx.realNormalCount = [];
delctx.resynccount = [];
end
delctx.warmstart = [];
% Release whatever's left:
delctx = [];
return;
end
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