int init_image(Stimulus *st, Substim *sst) { int i,j,*p; double val,xval,yval,x,y,cval,cm,deg,sx,sy; Locator *pos = &st->pos; int ndots; if(sst->dotsiz[0] < 0.01) sst->dotsiz[0] = deg2pix(0.08); if(sst->dotsiz[1] < 0.01) sst->dotsiz[1] = deg2pix(0.08); if(pos->radius[0] < 0.1) pos->radius[0] = deg2pix(2); if(pos->radius[0] > 2000) pos->radius[0] = deg2pix(2); if(pos->radius[1] < 0.1) pos->radius[1] = deg2pix(2); sst->pos.radius[0] = pos->radius[0]; sst->pos.radius[1] = pos->radius[1]; st->ndisps = 0; st->pos.locn[0] = 0; pos->phase = 0; st->phasedisp[0] = 0; memcpy(&sst->pos,&st->pos,sizeof(Locator)); return(0); }
void extent_bar(Stimulus *st, Rectangle *pr) { int w,h; Locator *pos = &st->pos; h = pos->radius[0]; w = deg2pix(1/st->f); pr->lx = (-pos->imsize[0]); pr->rx = (pos->imsize[0]); pr->ly = (pos->imsize[1]); pr->ry = -(pos->imsize[1]); }
OneStim *NewBar(Stimulus *st,Substim *sst) { OneStim *gb; float fval; if(st->pos.size[0] <= 1) st->pos.size[0] = 250; if(st->pos.size[1] <= 1) st->pos.size[1] = 10; fval = 2 * st->pos.radius[1]; st->pos.imsize[1] = rint(fval + deg2pix(1/(2*st->f))); FreeStimulus(sst); if(sst->ptr == NULL) sst->ptr = (OneStim *)malloc(sizeof(OneStim)); gb = sst->ptr; sst->nbars = 0; init_bar(st, sst); st->type = STIM_BAR; sst->type = STIM_BAR; return(gb); }
void paint_bar(Stimulus *st, Substim *sst, int mode) { Locator *pos = &sst->pos; int i,ci,w,h; float x[2],z[2],vcolor[3],*xc,*yc,*cc,*rc,cval; float angle,val; val = (st->background) * (1+ pos->contrast); if(pos->contrast > 2) val = 1.0; else if (st->background == 0) val = pos->contrast; cval = dogamma(val); vcolor[0] = vcolor[1] = vcolor[2] = cval; glPushMatrix(); glTranslatef((pos->xy[0]),pos->xy[1],0); angle = (float) (pos->angle * 180.0/M_PI); glRotatef(angle,0,0,1); if(mode == LEFTMODE) { rc = cc = &vcolor[0]; } else if(mode == RIGHTMODE) { cc = &vcolor[1]; rc = &vcolor[2]; } val = pos->phase; while(val > (2 * M_PI)) val -= (M_PI * 2); /* * for bars, pos->f determines the width of the bar, while * pos->radius[1] determines the field over which the bar moves */ h = pos->radius[0]; w = deg2pix(1/(2*st->f)); z[0] = (-pos->radius[0]); /* * if SQUARE, have constant velocity sweeps in one direction. Sign reversal * is so that direction matches sines/rds */ if(st->flag & STIMULUS_IS_SQUARE) z[1] = -w/2 - ((pos->radius[1]) * (val/M_PI -1)); else z[1] = ((pos->radius[1]) * cos(val)) - w/2; glBegin(GL_POLYGON); mycolor(vcolor); x[0] = z[0]; x[1] = z[1]; myvx(x); x[1] = z[1] + w; myvx(x); x[0] = z[0] +2 * pos->radius[0]; myvx(x); x[1] = z[1]; myvx(x); glEnd(); if(optionflag & ANTIALIAS_BIT) { glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); glLineWidth(1.0); glEnable(GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_LINE_SMOOTH); glBegin(GL_POLYGON); mycolor(vcolor); x[0] = z[0]; x[1] = z[1]; myvx(x); x[1] = z[1] + w; myvx(x); x[0] = z[0] +2 * pos->radius[0]; myvx(x); x[1] = z[1]; myvx(x); glEnd(); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); } glPopMatrix(); for(i = 0; i < sst->nbars; i++){ glPushMatrix(); glTranslatef(sst->xpos[i],sst->ypos[i],0); angle = (float) (sst->imb[i] * 180.0/M_PI); glRotatef(angle,0,0,1); glBegin(GL_POLYGON); mycolor(vcolor); x[0] = z[0]; x[1] = z[1]; myvx(x); x[1] = z[1] + w; myvx(x); x[0] = z[0] +2 * pos->radius[0]; myvx(x); x[1] = z[1]; myvx(x); glEnd(); glPopMatrix(); if(debug){ glFlushRenderAPPLE(); glSwapAPPLE(); } } }
void paint_square(Stimulus *st, Substim *sst, int mode) { Locator *pos = &sst->pos; int i,ci,w,h,ncycles; short *p,*q,*end,vx,vy,*vpx,*vpy,*vpoy,*vpox; short x[2],z[2],*xc,*yc,c; float offcolor[3],vcolor[3],*rc,*cc; float angle, oldplaid; double val,cval; if(sst->ptr->plaid_angle < -0.1) val = (double)(st->background) * (1+ pos->contrast_amp); else val = (double)(st->background) * (1+ pos->contrast); if(st->background < 0.01 && pos->contrast > 0) val = pos->contrast; vcolor[0] = vcolor[1] = vcolor[2] = dogamma(val); if(sst->ptr->plaid_angle < -0.1) val = (double)(st->background) * (1- pos->contrast_amp); else val = (double)(st->background) * (1- pos->contrast); if(st->background < 0.01 && pos->contrast < 0) val = -pos->contrast; offcolor[0] = offcolor[1] = offcolor[2] = dogamma(val); glPushMatrix(); glTranslatef((pos->xy[0]),pos->xy[1],0); angle = (pos->angle+sst->ptr->plaid_angle/2) * 180/M_PI; glRotatef(angle,0.0,0.0,1.0); if(mode == LEFTMODE) { rc = cc = &vcolor[0]; } else if(mode == RIGHTMODE) { cc = &vcolor[1]; rc = &vcolor[2]; } val = pos->phase; while(val > (2 * M_PI)) val -= (M_PI * 2); /* * for ss, pos->f determines the width of the square, while * pos->radius[1] determines the field over which the squaren moves */ h = pos->radius[0]; w = deg2pix(1/(2*st->f)); ncycles = pos->radius[1]/w; z[1] = -w * val/M_PI - (pos->radius[1]); z[0] = (-pos->radius[0]); while(z[1] < pos->radius[1]) { mycolor(vcolor); glBegin(GL_POLYGON); x[0] = z[0]; x[1] = z[1]; if(x[1] < -pos->radius[1]) x[1] = -pos->radius[1]; else if(x[1] > pos->radius[1]) x[1] = pos->radius[1]; myvx(x); x[1] = z[1] + w; if(x[1] < -pos->radius[1]) x[1] = -pos->radius[1]; else if(x[1] > pos->radius[1]) x[1] = pos->radius[1]; myvx(x); x[0] = z[0] +2 * pos->radius[0]; myvx(x); x[1] = z[1]; if(x[1] < -pos->radius[1]) x[1] = -pos->radius[1]; else if(x[1] > pos->radius[1]) x[1] = pos->radius[1]; myvx(x); glEnd(); z[1] += w; mycolor(offcolor); glBegin(GL_POLYGON); x[0] = z[0]; x[1] = z[1]; if(x[1] < -pos->radius[1]) x[1] = -pos->radius[1]; else if(x[1] > pos->radius[1]) x[1] = pos->radius[1]; myvx(x); x[1] = z[1] + w; if(x[1] < -pos->radius[1]) x[1] = -pos->radius[1]; else if(x[1] > pos->radius[1]) x[1] = pos->radius[1]; myvx(x); x[0] = z[0] +2 * pos->radius[0]; myvx(x); x[1] = z[1]; if(x[1] < -pos->radius[1]) x[1] = -pos->radius[1]; else if(x[1] > pos->radius[1]) x[1] = pos->radius[1]; myvx(x); glEnd(); z[1] += w; } glPopMatrix(); if(sst->ptr->plaid_angle > 0.01) { glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glBlendColor(0.5, 0.5, 0.5, 0.5); glBlendFunc (GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR); oldplaid = sst->ptr->plaid_angle; sst->ptr->plaid_angle = -sst->ptr->plaid_angle; paint_square(st, sst, mode); glDisable(GL_BLEND); sst->ptr->plaid_angle = oldplaid; } }