/usr/lib/python2.7/dist-packages/VisionEgg/Gratings.py is in python-visionegg 1.2.1-3.
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#
# Copyright (C) 2001-2003 Andrew Straw.
# Copyright (C) 2005,2008 California Institute of Technology
#
# URL: <http://www.visionegg.org/>
#
# Distributed under the terms of the GNU Lesser General Public License
# (LGPL). See LICENSE.TXT that came with this file.
"""
Grating stimuli.
"""
####################################################################
#
# Import all the necessary packages
#
####################################################################
import logging # available in Python 2.3
import VisionEgg
import VisionEgg.Core
import VisionEgg.Textures
import VisionEgg.ParameterTypes as ve_types
import numpy
import math, types, string
import VisionEgg.GL as gl # get all OpenGL stuff in one namespace
import _vegl
def _get_type_info( bitdepth ):
"""Private helper function to calculate type info based on bit depth"""
if bitdepth == 8:
gl_type = gl.GL_UNSIGNED_BYTE
numpy_dtype = numpy.uint8
max_int_val = float((2**8)-1)
elif bitdepth == 12:
gl_type = gl.GL_SHORT
numpy_dtype = numpy.int16
max_int_val = float((2**15)-1)
elif bitdepth == 16:
gl_type = gl.GL_INT
numpy_dtype = numpy.int32
max_int_val = float((2.**31.)-1) # do as float to avoid overflow
else:
raise ValueError("supported bitdepths are 8, 12, and 16.")
return gl_type, numpy_dtype, max_int_val
class LuminanceGratingCommon(VisionEgg.Core.Stimulus):
"""Base class with common code to all ways of drawing luminance gratings.
Parameters
==========
bit_depth -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
Default: 8
"""
parameters_and_defaults = VisionEgg.ParameterDefinition({
'bit_depth':(8,
ve_types.UnsignedInteger,
'precision with which grating is calculated and sent to OpenGL'),
})
__slots__ = (
'gl_internal_format',
'format',
'gl_type',
'numpy_dtype',
'max_int_val',
'cached_bit_depth',
)
def calculate_bit_depth_dependencies(self):
"""Calculate a number of parameters dependent on bit depth."""
bit_depth_warning = False
p = self.parameters # shorthand
red_bits = gl.glGetIntegerv( gl.GL_RED_BITS )
green_bits = gl.glGetIntegerv( gl.GL_GREEN_BITS )
blue_bits = gl.glGetIntegerv( gl.GL_BLUE_BITS )
min_bits = min( (red_bits,green_bits,blue_bits) )
if min_bits < p.bit_depth:
logger = logging.getLogger('VisionEgg.Gratings')
logger.warning("Requested bit depth of %d in "
"LuminanceGratingCommon, which is "
"greater than your current OpenGL context "
"supports (%d)."% (p.bit_depth,min_bits))
self.gl_internal_format = gl.GL_LUMINANCE
self.format = gl.GL_LUMINANCE
self.gl_type, self.numpy_dtype, self.max_int_val = _get_type_info( p.bit_depth )
self.cached_bit_depth = p.bit_depth
class AlphaGratingCommon(VisionEgg.Core.Stimulus):
"""Base class with common code to all ways of drawing gratings in alpha.
This class is currently not used by any other classes.
Parameters
==========
bit_depth -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
Default: 8
"""
parameters_and_defaults = VisionEgg.ParameterDefinition({
'bit_depth':(8,
ve_types.UnsignedInteger,
'precision with which grating is calculated and sent to OpenGL'),
})
__slots__ = (
'gl_internal_format',
'format',
'gl_type',
'numpy_dtype',
'max_int_val',
'cached_bit_depth',
)
def calculate_bit_depth_dependencies(self):
"""Calculate a number of parameters dependent on bit depth."""
p = self.parameters # shorthand
alpha_bit_depth = gl.glGetIntegerv( gl.GL_ALPHA_BITS )
if alpha_bit_depth < p.bit_depth:
logger = logging.getLogger('VisionEgg.Gratings')
logger.warning("Requested bit depth of %d, which is "
"greater than your current OpenGL context "
"supports (%d)."% (p.bit_depth,min_bits))
self.gl_internal_format = gl.GL_ALPHA
self.format = gl.GL_ALPHA
self.gl_type, self.numpy_dtype, self.max_int_val = _get_type_info( p.bit_depth )
self.cached_bit_depth = p.bit_depth
class SinGrating2D(LuminanceGratingCommon):
"""Sine wave grating stimulus
This is a general-purpose, realtime sine-wave luminace grating
generator. To acheive an arbitrary orientation, this class rotates
a textured quad. To draw a grating with sides that always remain
horizontal and vertical, draw a large grating in a small viewport.
(The viewport will clip anything beyond its edges.)
Parameters
==========
anchor -- specifies how position parameter is interpreted (String)
Default: center
bit_depth -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
Inherited from LuminanceGratingCommon
Default: 8
color1 -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, 1.0)
color2 -- optional color with which to perform interpolation with color1 in RGB space (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (determined at runtime)
contrast -- (Real)
Default: 1.0
depth -- (Real)
Default: (determined at runtime)
ignore_time -- (Boolean)
Default: False
mask -- optional masking function (Instance of <class 'VisionEgg.Textures.Mask2D'>)
Default: (determined at runtime)
max_alpha -- (Real)
Default: 1.0
num_samples -- (UnsignedInteger)
Default: 512
on -- draw stimulus? (Boolean)
Default: True
orientation -- (Real)
Default: 0.0
pedestal -- (Real)
Default: 0.5
phase_at_t0 -- (Real)
Default: 0.0
position -- (units: eye coordinates) (Sequence2 of Real)
Default: (320.0, 240.0)
recalculate_phase_tolerance -- (Real)
Default: (determined at runtime)
size -- defines coordinate size of grating (in eye coordinates) (Sequence2 of Real)
Default: (640.0, 480.0)
spatial_freq -- frequency defined relative to coordinates defined in size parameter (units: cycles/eye_coord_unit) (Real)
Default: 0.0078125
t0_time_sec_absolute -- (Real)
Default: (determined at runtime)
temporal_freq_hz -- (Real)
Default: 5.0
"""
parameters_and_defaults = VisionEgg.ParameterDefinition({
'on':(True,
ve_types.Boolean,
"draw stimulus?"),
'mask':(None, # allows window onto otherwise (tilted) rectangular grating
ve_types.Instance(VisionEgg.Textures.Mask2D),
"optional masking function"),
'contrast':(1.0,
ve_types.Real),
'pedestal':(0.5,
ve_types.Real),
'position':((320.0,240.0), # in eye coordinates
ve_types.Sequence2(ve_types.Real),
"(units: eye coordinates)"),
'anchor':('center',
ve_types.String,
"specifies how position parameter is interpreted"),
'depth':(None, # if not None, turns on depth testing and allows for occlusion
ve_types.Real),
'size':((640.0,480.0),
ve_types.Sequence2(ve_types.Real),
"defines coordinate size of grating (in eye coordinates)",
),
'spatial_freq':(1.0/128.0, # cycles/eye coord units
ve_types.Real,
"frequency defined relative to coordinates defined in size parameter (units: cycles/eye_coord_unit)",
),
'temporal_freq_hz':(5.0, # hz
ve_types.Real),
't0_time_sec_absolute':(None, # Will be assigned during first call to draw()
ve_types.Real),
'ignore_time':(False, # ignore temporal frequency variable - allow control purely with phase_at_t0
ve_types.Boolean),
'phase_at_t0':(0.0, # degrees [0.0-360.0]
ve_types.Real),
'orientation':(0.0, # 0=right, 90=up
ve_types.Real),
'num_samples':(512, # number of spatial samples, should be a power of 2
ve_types.UnsignedInteger),
'max_alpha':(1.0, # controls "opacity": 1.0 = completely opaque, 0.0 = completely transparent
ve_types.Real),
'color1':((1.0, 1.0, 1.0), # alpha is ignored (if given) -- use max_alpha parameter
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real))),
'color2':(None, # perform interpolation with color1 in RGB space.
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"optional color with which to perform interpolation with color1 in RGB space"),
'recalculate_phase_tolerance':(None, # only recalculate texture when phase is changed by more than this amount, None for always recalculate. (Saves time.)
ve_types.Real),
})
__slots__ = (
'_texture_object_id',
'_last_phase',
)
def __init__(self,**kw):
LuminanceGratingCommon.__init__(self,**kw)
p = self.parameters # shorthand
self._texture_object_id = gl.glGenTextures(1)
if p.mask:
gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)
# Do error-checking on texture to make sure it will load
max_dim = gl.glGetIntegerv(gl.GL_MAX_TEXTURE_SIZE)
if p.num_samples > max_dim:
raise NumSamplesTooLargeError("Grating num_samples too large for video system.\nOpenGL reports maximum size of %d"%(max_dim,))
self.calculate_bit_depth_dependencies()
w = p.size[0]
inc = w/float(p.num_samples)
phase = 0.0 # this data won't get used - don't care about phase
self._last_phase = phase
floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype).tostring()
# Because the MAX_TEXTURE_SIZE method is insensitive to the current
# state of the video system, another check must be done using
# "proxy textures".
gl.glTexImage1D(gl.GL_PROXY_TEXTURE_1D, # target
0, # level
self.gl_internal_format, # video RAM internal format
p.num_samples, # width
0, # border
self.format, # format of texel data
self.gl_type, # type of texel data
texel_data) # texel data (irrelevant for proxy)
if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_1D, # Need PyOpenGL >= 2.0
0,
gl.GL_TEXTURE_WIDTH) == 0:
raise NumSamplesTooLargeError("Grating num_samples is too wide for your video system!")
# If we got here, it worked and we can load the texture for real.
gl.glTexImage1D(gl.GL_TEXTURE_1D, # target
0, # level
self.gl_internal_format, # video RAM internal format
p.num_samples, # width
0, # border
self.format, # format of texel data
self.gl_type, # type of texel data
texel_data) # texel data
# Set texture object defaults
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_S,gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_T,gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MAG_FILTER,gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MIN_FILTER,gl.GL_LINEAR)
if p.color2 is not None:
if VisionEgg.Core.gl_renderer == 'ATi Rage 128 Pro OpenGL Engine' and VisionEgg.Core.gl_version == '1.1 ATI-1.2.22':
logger = logging.getLogger('VisionEgg.Gratings')
logger.warning("Your video card and driver have known "
"bugs which prevent them from rendering "
"color gratings properly.")
def __del__(self):
gl.glDeleteTextures( [self._texture_object_id] )
def draw(self):
p = self.parameters # shorthand
if p.on:
# calculate center
center = VisionEgg._get_center(p.position,p.anchor,p.size)
if p.mask:
gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)
gl.glEnable(gl.GL_TEXTURE_1D)
gl.glDisable(gl.GL_TEXTURE_2D)
if p.bit_depth != self.cached_bit_depth:
self.calculate_bit_depth_dependencies()
# Clear the modeview matrix
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
# Rotate about the center of the texture
gl.glTranslate(center[0],
center[1],
0)
gl.glRotate(p.orientation,0,0,1)
if p.depth is None:
gl.glDisable(gl.GL_DEPTH_TEST)
depth = 0.0
else:
gl.glEnable(gl.GL_DEPTH_TEST)
depth = p.depth
# allow max_alpha value to control blending
gl.glEnable( gl.GL_BLEND )
gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )
if p.color2:
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_BLEND)
gl.glTexEnvfv(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_COLOR, p.color2)
## alpha is ignored because the texture base internal format is luminance
else:
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)
if p.t0_time_sec_absolute is None and not p.ignore_time:
p.t0_time_sec_absolute = VisionEgg.time_func()
w = p.size[0]
inc = w/float(p.num_samples)
if p.ignore_time:
phase = p.phase_at_t0
else:
t_var = VisionEgg.time_func() - p.t0_time_sec_absolute
phase = t_var*p.temporal_freq_hz*-360.0 + p.phase_at_t0
if p.recalculate_phase_tolerance is None or abs(self._last_phase - phase) > p.recalculate_phase_tolerance:
self._last_phase = phase # we're re-drawing the phase at this angle
floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype)
# PyOpenGL 2.0.1.09 has a bug, so use our own wrapper
_vegl.veglTexSubImage1D(gl.GL_TEXTURE_1D, # target
0, # level
0, # x offset
p.num_samples, # width
self.format, # format of new texel data
self.gl_type, # type of new texel data
texel_data) # new texel data
if 0:
compare_array = numpy.empty(texel_data.shape,dtype=texel_data.dtype)
pixels = _vegl.veglGetTexImage(gl.GL_TEXTURE_1D, # target
0, # level
self.format, # format
self.gl_type, # type
compare_array)
assert numpy.allclose( compare_array, texel_data )
h_w = p.size[0]/2.0
h_h = p.size[1]/2.0
l = -h_w
r = h_w
b = -h_h
t = h_h
# in the case of only color1,
# the texel data multiplies color1 to produce a color
# with color2,
# the texel data linearly interpolates between color1 and color2
gl.glColor4f(p.color1[0],p.color1[1],p.color1[2],p.max_alpha)
if p.mask:
p.mask.draw_masked_quad(0.0,1.0,0.0,1.0, # l,r,b,t for texture coordinates
l,r,b,t, # l,r,b,t in eye coordinates
depth ) # also in eye coordinates
else:
# draw unmasked quad
gl.glBegin(gl.GL_QUADS)
gl.glTexCoord2f(0.0,0.0)
gl.glVertex3f(l,b,depth)
gl.glTexCoord2f(1.0,0.0)
gl.glVertex3f(r,b,depth)
gl.glTexCoord2f(1.0,1.0)
gl.glVertex3f(r,t,depth)
gl.glTexCoord2f(0.0,1.0)
gl.glVertex3f(l,t,depth)
gl.glEnd() # GL_QUADS
gl.glDisable(gl.GL_TEXTURE_1D)
gl.glPopMatrix()
class SinGrating3D(LuminanceGratingCommon):
"""Sine wave grating stimulus texture mapped onto quad in 3D
This is a general-purpose, realtime sine-wave luminace grating
generator. This 3D version doesn't support an orientation
parameter. This could be implemented, but for now should be done
by orienting the quad in 3D.
Parameters
==========
bit_depth -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
Inherited from LuminanceGratingCommon
Default: 8
color1 -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, 1.0)
color2 -- optional color with which to perform interpolation with color1 in RGB space (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (determined at runtime)
contrast -- (Real)
Default: 1.0
depth -- (Real)
Default: (determined at runtime)
depth_test -- perform depth test? (Boolean)
Default: True
ignore_time -- (Boolean)
Default: False
lowerleft -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (0.0, 0.0, -1.0)
lowerright -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 0.0, -1.0)
mask -- optional masking function (Instance of <class 'VisionEgg.Textures.Mask2D'>)
Default: (determined at runtime)
max_alpha -- (Real)
Default: 1.0
num_samples -- (UnsignedInteger)
Default: 512
on -- draw stimulus? (Boolean)
Default: True
pedestal -- (Real)
Default: 0.5
phase_at_t0 -- (Real)
Default: 0.0
recalculate_phase_tolerance -- (Real)
Default: (determined at runtime)
size -- defines coordinate size of grating (in eye coordinates) (Sequence2 of Real)
Default: (1.0, 1.0)
spatial_freq -- frequency defined relative to coordinates defined in size parameter (units; cycles/eye_coord_unit) (Real)
Default: 4.0
t0_time_sec_absolute -- (Real)
Default: (determined at runtime)
temporal_freq_hz -- (Real)
Default: 5.0
upperleft -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (0.0, 1.0, -1.0)
upperright -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, -1.0)
"""
parameters_and_defaults = VisionEgg.ParameterDefinition({
'on':(True,
ve_types.Boolean,
"draw stimulus?"),
'mask':(None, # allows window onto otherwise (tilted) rectangular grating
ve_types.Instance(VisionEgg.Textures.Mask2D),
"optional masking function"),
'contrast':(1.0,
ve_types.Real),
'pedestal':(0.5,
ve_types.Real),
'depth':(None, # if not None, turns on depth testing and allows for occlusion
ve_types.Real),
'size':((1.0,1.0), # in eye coordinates
ve_types.Sequence2(ve_types.Real),
"defines coordinate size of grating (in eye coordinates)"),
'spatial_freq':(4.0, # cycles/eye coord units
ve_types.Real,
"frequency defined relative to coordinates defined in size parameter (units; cycles/eye_coord_unit)"),
'temporal_freq_hz':(5.0, # hz
ve_types.Real),
't0_time_sec_absolute':(None, # Will be assigned during first call to draw()
ve_types.Real),
'ignore_time':(False, # ignore temporal frequency variable - allow control purely with phase_at_t0
ve_types.Boolean),
'phase_at_t0':(0.0, # degrees [0.0-360.0]
ve_types.Real),
'num_samples':(512, # number of spatial samples, should be a power of 2
ve_types.UnsignedInteger),
'max_alpha':(1.0, # controls "opacity": 1.0 = completely opaque, 0.0 = completely transparent
ve_types.Real),
'color1':((1.0, 1.0, 1.0), # alpha is ignored (if given) -- use max_alpha parameter
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real))),
'color2':(None, # perform interpolation with color1 in RGB space.
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"optional color with which to perform interpolation with color1 in RGB space"),
'recalculate_phase_tolerance':(None, # only recalculate texture when phase is changed by more than this amount, None for always recalculate. (Saves time.)
ve_types.Real),
'depth_test':(True,
ve_types.Boolean,
"perform depth test?"),
'lowerleft':((0.0,0.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'lowerright':((1.0,0.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'upperleft':((0.0,1.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'upperright':((1.0,1.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'polygon_offset_enabled':(False,
ve_types.Boolean,
"perform polygon offset?"),
'polygon_offset_factor':(1.0,
ve_types.Real,
"polygon factor"),
'polygon_offset_units':(1.0,
ve_types.Real,
"polygon units"),
})
__slots__ = (
'_texture_object_id',
'_last_phase',
)
def __init__(self,**kw):
LuminanceGratingCommon.__init__(self,**kw)
p = self.parameters # shorthand
self._texture_object_id = gl.glGenTextures(1)
if p.mask:
gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)
# Do error-checking on texture to make sure it will load
max_dim = gl.glGetIntegerv(gl.GL_MAX_TEXTURE_SIZE)
if p.num_samples > max_dim:
raise NumSamplesTooLargeError("Grating num_samples too large for video system.\nOpenGL reports maximum size of %d"%(max_dim,))
self.calculate_bit_depth_dependencies()
w = p.size[0]
inc = w/float(p.num_samples)
phase = 0.0 # this data won't get used - don't care about phase
self._last_phase = phase
floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype).tostring()
# Because the MAX_TEXTURE_SIZE method is insensitive to the current
# state of the video system, another check must be done using
# "proxy textures".
gl.glTexImage1D(gl.GL_PROXY_TEXTURE_1D, # target
0, # level
self.gl_internal_format, # video RAM internal format
p.num_samples, # width
0, # border
self.format, # format of texel data
self.gl_type, # type of texel data
texel_data) # texel data (irrelevant for proxy)
if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_1D, # Need PyOpenGL >= 2.0
0,
gl.GL_TEXTURE_WIDTH) == 0:
raise NumSamplesTooLargeError("Grating num_samples is too wide for your video system!")
# If we got here, it worked and we can load the texture for real.
gl.glTexImage1D(gl.GL_TEXTURE_1D, # target
0, # level
self.gl_internal_format, # video RAM internal format
p.num_samples, # width
0, # border
self.format, # format of texel data
self.gl_type, # type of texel data
texel_data) # texel data
# Set texture object defaults
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_S,gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_T,gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MAG_FILTER,gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MIN_FILTER,gl.GL_LINEAR)
if p.color2 is not None:
if VisionEgg.Core.gl_renderer == 'ATi Rage 128 Pro OpenGL Engine' and VisionEgg.Core.gl_version == '1.1 ATI-1.2.22':
logger = logging.getLogger('VisionEgg.Gratings')
logger.warning("Your video card and driver have known "
"bugs which prevent them from rendering "
"color gratings properly.")
def __del__(self):
gl.glDeleteTextures( [self._texture_object_id] )
def draw(self):
p = self.parameters # shorthand
if p.on:
if p.mask:
gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
if p.depth_test:
gl.glEnable(gl.GL_DEPTH_TEST)
else:
gl.glDisable(gl.GL_DEPTH_TEST)
if p.polygon_offset_enabled:
gl.glEnable(gl.GL_POLYGON_OFFSET_EXT)
gl.glPolygonOffset(p.polygon_offset_factor, p.polygon_offset_units)
gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)
gl.glEnable(gl.GL_TEXTURE_1D)
gl.glDisable(gl.GL_TEXTURE_2D)
if p.bit_depth != self.cached_bit_depth:
self.calculate_bit_depth_dependencies()
# allow max_alpha value to control blending
gl.glEnable( gl.GL_BLEND )
gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )
if p.color2:
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_BLEND)
gl.glTexEnvfv(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_COLOR, p.color2)
## alpha is ignored because the texture base internal format is luminance
else:
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)
if p.t0_time_sec_absolute is None and not p.ignore_time:
p.t0_time_sec_absolute = VisionEgg.time_func()
w = p.size[0]
inc = w/float(p.num_samples)
if p.ignore_time:
phase = p.phase_at_t0
else:
t_var = VisionEgg.time_func() - p.t0_time_sec_absolute
phase = t_var*p.temporal_freq_hz*-360.0 + p.phase_at_t0
if p.recalculate_phase_tolerance is None or abs(self._last_phase - phase) > p.recalculate_phase_tolerance:
self._last_phase = phase # we're re-drawing the phase at this angle
floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype).tostring()
gl.glTexSubImage1D(gl.GL_TEXTURE_1D, # target
0, # level
0, # x offset
p.num_samples, # width
self.format, # format of new texel data
self.gl_type, # type of new texel data
texel_data) # new texel data
# in the case of only color1,
# the texel data multiplies color1 to produce a color
# with color2,
# the texel data linearly interpolates between color1 and color2
gl.glColor4f(p.color1[0],p.color1[1],p.color1[2],p.max_alpha)
if p.mask:
p.mask.draw_masked_quad_3d(0.0,1.0,0.0,1.0, # for texture coordinates
p.lowerleft,p.lowerright,p.upperright,p.upperleft)
else:
# draw unmasked quad
gl.glBegin(gl.GL_QUADS)
gl.glTexCoord2f(0.0,0.0)
gl.glVertex(*p.lowerleft)
gl.glTexCoord2f(1.0,0.0)
gl.glVertex(*p.lowerright)
gl.glTexCoord2f(1.0,1.0)
gl.glVertex(*p.upperright)
gl.glTexCoord2f(0.0,1.0)
gl.glVertex(*p.upperleft)
gl.glEnd() # GL_QUADS
gl.glDisable(gl.GL_TEXTURE_1D)
if p.polygon_offset_enabled:
gl.glDisable(gl.GL_POLYGON_OFFSET_EXT)
class NumSamplesTooLargeError( RuntimeError ):
pass
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