コード例 #1
0
PsychError SCREENglPoint(void)  
{
	
	PsychColorType			color;
	double					*xPosition, *yPosition, dotSize;
	PsychWindowRecordType	*windowRecord;
	int						whiteValue;
	psych_bool					isArgThere;
    
	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString,seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//check for superfluous arguments
	PsychErrorExit(PsychCapNumInputArgs(5));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs

	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
        
	//Get the color argument or use the default, then coerce to the form determened by the window depth.  
	isArgThere=PsychCopyInColorArg(kPsychUseDefaultArgPosition, FALSE, &color);
		if(!isArgThere){
			whiteValue=PsychGetWhiteValueFromWindow(windowRecord);
			PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
		}

 	PsychCoerceColorMode( &color);
        
	//get the x and y position values. 
	PsychAllocInDoubleArg(3, TRUE,  &xPosition);
	PsychAllocInDoubleArg(4, TRUE,  &yPosition);
	dotSize=1;	//set the default
	PsychCopyInDoubleArg(5, FALSE, &dotSize);

	// Enable this windowRecords framebuffer as current drawingtarget:
	PsychSetDrawingTarget(windowRecord);

	// Set default draw shader:
	PsychSetShader(windowRecord, -1);

	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	PsychSetGLColor(&color, windowRecord);
	glEnable(GL_POINT_SMOOTH);
	glPointSize((float)dotSize);
	glBegin(GL_POINTS);
		glVertex2d( (GLdouble)*xPosition, *yPosition);
	glEnd();
	glDisable(GL_POINT_SMOOTH);
	glPointSize(1);

	// Mark end of drawing op. This is needed for single buffered drawing:
	PsychFlushGL(windowRecord);

 	//All psychfunctions require this.
	return(PsychError_none);
}
コード例 #2
0
PsychError SCREENgluDisk(void)  
{
	
	PsychColorType			color;
	double					*xPosition, *yPosition, dotSize;
	PsychWindowRecordType	*windowRecord;
	int						depthValue, whiteValue, colorPlaneSize, numColorPlanes;
	boolean					isArgThere;
	GLUquadricObj			*diskQuadric;
    
	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString,seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//check for superfluous arguments
	PsychErrorExit(PsychCapNumInputArgs(5));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs

	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
	
	//Get the depth from the window, we need this to interpret the color argument.
	depthValue=PsychGetWindowDepthValueFromWindowRecord(windowRecord);
	numColorPlanes=PsychGetNumPlanesFromDepthValue(depthValue);
	colorPlaneSize=PsychGetColorSizeFromDepthValue(depthValue);

	//Get the color argument or use the default, then coerce to the form determened by the window depth.  
	isArgThere=PsychCopyInColorArg(kPsychUseDefaultArgPosition, FALSE, &color);
		if(!isArgThere){
			whiteValue=PsychGetWhiteValueFromDepthValue(depthValue);
			PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
		}
 	PsychCoerceColorModeFromSizes(numColorPlanes, colorPlaneSize, &color);
        
	//get the x and y position values. 
	PsychAllocInDoubleArg(3, TRUE,  &xPosition);
	PsychAllocInDoubleArg(4, TRUE,  &yPosition);
	dotSize=1;	//set the default
	PsychCopyInDoubleArg(5, FALSE, &dotSize);

	//Set the color and draw the rect.  Note that all GL drawing commands should be sandwiched between 
	PsychSetGLContext(windowRecord);
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	PsychSetGLColor(&color, depthValue);
	glPushMatrix();
	glTranslated(*xPosition,*yPosition,0);
	diskQuadric=gluNewQuadric();
	gluDisk(diskQuadric, 0, dotSize, 30, 30);
	gluDeleteQuadric(diskQuadric);
	glPopMatrix();
	//PsychGLRect(rect);
	PsychFlushGL(windowRecord);  //OS X: This does nothing if we are multi buffered, otherwise it glFlushes
       
 	//All psychfunctions require this.
	return(PsychError_none);
}
コード例 #3
0
PsychError SCREENDrawLine(void)  
{
	
	PsychColorType					color;
	PsychWindowRecordType			*windowRecord;
	int								depthValue, whiteValue, colorPlaneSize, numColorPlanes;
	boolean							isArgThere;
	double							sX, sY, dX, dY, penSize;
    
	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString,seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//check for superfluous arguments
	PsychErrorExit(PsychCapNumInputArgs(7));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs

	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(1, kPsychArgRequired, &windowRecord);
	
	//Get the depth from the window, we need this to interpret the color argument.
	depthValue=PsychGetWindowDepthValueFromWindowRecord(windowRecord);
	numColorPlanes=PsychGetNumPlanesFromDepthValue(depthValue);
	colorPlaneSize=PsychGetColorSizeFromDepthValue(depthValue);

	//Get the color argument or use the default, then coerce to the form determened by the window depth.  
	isArgThere=PsychCopyInColorArg(2, FALSE, &color);
	if(!isArgThere){
		whiteValue=PsychGetWhiteValueFromDepthValue(depthValue);
		PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
	}
 	PsychCoerceColorModeFromSizes(numColorPlanes, colorPlaneSize, &color);
        
	//get source and destination X and Y values
	PsychCopyInDoubleArg(3, kPsychArgRequired, &sX);
	PsychCopyInDoubleArg(4, kPsychArgRequired, &sY);
	PsychCopyInDoubleArg(5, kPsychArgRequired, &dX);
	PsychCopyInDoubleArg(6, kPsychArgRequired, &dY);
	
	//get and set the pen size
	penSize=1;
	PsychCopyInDoubleArg(7, kPsychArgOptional, &penSize);
	glLineWidth((GLfloat)penSize);
	
	//draw the rect
	PsychSetGLContext(windowRecord); 
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	PsychSetGLColor(&color, depthValue);
	glBegin(GL_LINES);
		glVertex2d((GLdouble)sX, (GLdouble)sY);
		glVertex2d((GLdouble)dX, (GLdouble)dY);
	glEnd();
	
	return(PsychError_none);
}
コード例 #4
0
/* PsychPrepareRenderBatch()
 *
 * Perform setup for a batch of render requests for a specific primitive. Some 2D Screen
 * drawing commands allow to specify a list of primitives to draw instead of only a single
 * one. E.g. 'DrawDots' allows to draw thousands of dots with one single DrawDots command.
 * This helper routine is called by such batch-capable commands. It checks which input arguments
 * are provided and if its a single one or multiple ones. It sets up the rendering pipe accordingly,
 * performing required conversion steps. The actual drawing routine just needs to perform primitive
 * specific code.
 */
void PsychPrepareRenderBatch(PsychWindowRecordType *windowRecord, int coords_pos, int* coords_count, double** xy, int colors_pos, int* colors_count, int* colorcomponent_count, double** colors, unsigned char** bytecolors, int sizes_pos, int* sizes_count, double** size)
{
	PsychColorType							color;
	int                                     m,n,p,mc,nc,pc;
	int                                     i, nrpoints, nrsize;
	psych_bool                              isArgThere, isdoublecolors, isuint8colors, usecolorvector, needxy;
	double									*tmpcolors, *pcolors, *tcolors;
	double									convfactor, whiteValue;

	needxy = (coords_pos > 0) ? TRUE: FALSE;
	coords_pos = abs(coords_pos);
	colors_pos = abs(colors_pos);
	sizes_pos = abs(sizes_pos);
	
	// Get mandatory or optional xy coordinates argument
	isArgThere = PsychIsArgPresent(PsychArgIn, coords_pos);
	if(!isArgThere && needxy) {
		PsychErrorExitMsg(PsychError_user, "No position argument supplied");
	}
	
	if (isArgThere) {
		PsychAllocInDoubleMatArg(coords_pos, TRUE, &m, &n, &p, xy);
		if(p!=1 || (m!=*coords_count && (m*n)!=*coords_count)) {
			printf("PTB-ERROR: Coordinates must be a %i tuple or a %i rows vector.\n", *coords_count, *coords_count);
			PsychErrorExitMsg(PsychError_user, "Invalid format for coordinate specification.");
		}
		
		if (m!=1) {
			nrpoints=n;
			*coords_count = n;
		}
		else {
			// Special case: 1 row vector provided for single argument.
			nrpoints=1;
			*coords_count = 1;
		}
	}
	else {
		nrpoints = 0;
		*coords_count = 0;
	}
	
	if (size) {
		// Get optional size argument
		isArgThere = PsychIsArgPresent(PsychArgIn, sizes_pos);
		if(!isArgThere){
			// No size provided: Use a default size of 1.0:
			*size = (double *) PsychMallocTemp(sizeof(double));
			*size[0] = 1;
			nrsize=1;
		} else {
			PsychAllocInDoubleMatArg(sizes_pos, TRUE, &m, &n, &p, size);
			if(p!=1) PsychErrorExitMsg(PsychError_user, "Size must be a scalar or a vector with one column or row");
			nrsize=m*n;
			if (nrsize!=nrpoints && nrsize!=1 && *sizes_count!=1) PsychErrorExitMsg(PsychError_user, "Size vector must contain one size value per item.");
		}
		
		*sizes_count = nrsize;
	}	

	// Check if color argument is provided:
	isArgThere = PsychIsArgPresent(PsychArgIn, colors_pos);        
	if(!isArgThere) {
		// No color argument provided - Use defaults:
		whiteValue=PsychGetWhiteValueFromWindow(windowRecord);
		PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
		usecolorvector=false;
	}
	else {
		// Some color argument provided. Check first, if it's a valid color vector:
		isdoublecolors = PsychAllocInDoubleMatArg(colors_pos, kPsychArgAnything, &mc, &nc, &pc, colors);
		isuint8colors  = PsychAllocInUnsignedByteMatArg(colors_pos, kPsychArgAnything, &mc, &nc, &pc, bytecolors);
		
		// Do we have a color vector, aka one element per vertex?
		if((isdoublecolors || isuint8colors) && pc==1 && mc!=1 && nc==nrpoints && nrpoints>1) {
			// Looks like we might have a color vector... ... Double-check it:
			if (mc!=3 && mc!=4) PsychErrorExitMsg(PsychError_user, "Color vector must be a 3 or 4 row vector");
			// Yes. colors is a valid pointer to it.
			usecolorvector=true;
			
			if (isdoublecolors) {
				if (fabs(windowRecord->colorRange)!=1) {
					// We have to loop through the vector and divide all values by windowRecord->colorRange, so the input values
					// 0-colorRange get mapped to the range 0.0-1.0, as OpenGL expects values in range 0-1 when
					// a color vector is passed in Double- or Float format.
					// This is inefficient, as it burns some cpu-cycles, but necessary to keep color
					// specifications consistent in the PTB - API.
					convfactor = 1.0 / fabs(windowRecord->colorRange);
					tmpcolors=PsychMallocTemp(sizeof(double) * nc * mc);
					pcolors = *colors;
					tcolors = tmpcolors;
					for (i=0; i<(nc*mc); i++) {
						*(tcolors++)=(*pcolors++) * convfactor;
					}
				}
				else {
					// colorRange is == 1 --> No remapping needed as colors are already in proper range!
					// Just setup pointer to our unaltered input color vector:
					tmpcolors=*colors;
				}
				
				*colors = tmpcolors;
			}
			else {
				// Color vector in uint8 format. Nothing to do.
			}
		}
		else {
			// No color vector provided: Check for a single valid color triplet or quadruple:
			usecolorvector=false;
			isArgThere=PsychCopyInColorArg(colors_pos, TRUE, &color);                
		}
	}
	
	// Enable this windowRecords framebuffer as current drawingtarget:
	PsychSetDrawingTarget(windowRecord);
	
	// Setup default drawshader:
	PsychSetShader(windowRecord, -1);
	
	// Setup alpha blending properly:
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	
 	// Setup common color for all objects if no color vector has been provided:
	if (!usecolorvector) {
		PsychCoerceColorMode(&color);
		PsychSetGLColor(&color, windowRecord);
		*colors_count = 1;
	}
	else {
		*colors_count = nc;
	}
	*colorcomponent_count = mc;
		
	return;
}
コード例 #5
0
void PsychRenderArc(unsigned int mode)
{
        PsychColorType			color;
        PsychRectType                   rect;
        double				*startAngle, *arcAngle, *penWidth, *penHeight;
	PsychWindowRecordType           *windowRecord;
	int				depthValue, whiteValue, colorPlaneSize, numColorPlanes;
	double                          dotSize;
        boolean				isArgThere;
	GLUquadric                      *diskQuadric = NULL;


	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
	
	//Get the depth from the window, we need this to interpret the color argument.
	depthValue=PsychGetWindowDepthValueFromWindowRecord(windowRecord);
	numColorPlanes=PsychGetNumPlanesFromDepthValue(depthValue);
	colorPlaneSize=PsychGetColorSizeFromDepthValue(depthValue);

	//Get the color argument or use the default, then coerce to the form determened by the window depth.  
	isArgThere=PsychCopyInColorArg(kPsychUseDefaultArgPosition, FALSE, &color);
        if(!isArgThere){
                whiteValue=PsychGetWhiteValueFromDepthValue(depthValue);
                PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
        }
 	PsychCoerceColorModeFromSizes(numColorPlanes, colorPlaneSize, &color);
        
        // Get the rect to which the object should be inscribed: Default is "full screen"
        PsychMakeRect(rect, 0, 0, PsychGetWidthFromRect(windowRecord->rect), PsychGetHeightFromRect(windowRecord->rect));
        PsychCopyInRectArg(3, FALSE, rect);
        double w=PsychGetWidthFromRect(rect);
        double h=PsychGetHeightFromRect(rect);
        double cx, cy, aspect;
        PsychGetCenterFromRectAbsolute(rect, &cx, &cy);
        if (w==0 || h==0) PsychErrorExitMsg(PsychError_user, "Invalid rect (width or height equals zero) provided!");
        
	// Get start angle: 
	PsychAllocInDoubleArg(4, TRUE,  &startAngle);
	PsychAllocInDoubleArg(5, TRUE,  &arcAngle);

        if (mode==2) {
            // Get pen width and height:
            penWidth=NULL;
            penHeight=NULL;
            PsychAllocInDoubleArg(6, FALSE,  &penWidth);
            PsychAllocInDoubleArg(7, FALSE,  &penHeight);
            // Check if penWidth and penHeight spec'd. If so, they
            // need to be equal:
            if (penWidth && penHeight && (*penWidth!=*penHeight)) {
                PsychErrorExitMsg(PsychError_user, "penWidth and penHeight must be equal on OS-X if both are specified!");
            }
            dotSize=1;
            if (penWidth) dotSize = *penWidth;
            if (penHeight) dotSize = *penHeight;
        }
        
        // Setup OpenGL context:
	PsychSetGLContext(windowRecord);
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	PsychSetGLColor(&color, depthValue);
        
        // Backup our modelview matrix:
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();

	// Position disk at center of rect:
        glTranslated(cx, cy, 0);
        
        // Scale in order to fit to rect in case w!=h:
        glScaled(1.0, -h/w, 1.0);
        
        // Draw filled partial disk:
        diskQuadric=gluNewQuadric();
        
        switch (mode) {
            case 1: // One pixel thin arc: InnerRadius = OuterRadius - 1
                gluPartialDisk(diskQuadric, (w/2) - 1.0, w/2, w, 2, *startAngle, *arcAngle);
                break;
            case 2: // dotSize thick arc:  InnerRadius = OuterRadius - dotsize
                gluPartialDisk(diskQuadric, (dotSize < (w/2)) ? (w/2) - dotSize : 0, w/2, w, 2, *startAngle, *arcAngle);
                break;
            case 3: // Filled arc:
                gluPartialDisk(diskQuadric, 0, w/2, w, 1, *startAngle, *arcAngle);
                break;
        }

	gluDeleteQuadric(diskQuadric);
	
        // Restore old matrix:
        glPopMatrix();

	return;
}
コード例 #6
0
PsychError SCREENFillPoly(void)  
{	
	PsychColorType				color;
	PsychWindowRecordType		*windowRecord;
	double						whiteValue;
	int							i, mSize, nSize, pSize;
	psych_bool					isArgThere;
	double						*pointList;
	double						isConvex;
	int							j,k;
	int							flag;
	double						z;
	
	combinerCacheSlot = 0;
	combinerCacheSize = 0;
	combinerCache = NULL;
	
	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString,seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//check for superfluous arguments
	PsychErrorExit(PsychCapNumInputArgs(4));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs
	
	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(1, kPsychArgRequired, &windowRecord);
	
	//Get the color argument or use the default, then coerce to the form determened by the window depth.  
	isArgThere=PsychCopyInColorArg(2, FALSE, &color);
	if(!isArgThere){
		whiteValue=PsychGetWhiteValueFromWindow(windowRecord);
		PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
	}
 	PsychCoerceColorMode( &color);
	
	//get the list of pairs and validate.  
	PsychAllocInDoubleMatArg(3, kPsychArgRequired, &mSize, &nSize, &pSize, &pointList);
	if(nSize!=2) PsychErrorExitMsg(PsychError_user, "Width of pointList must be 2");
	if(mSize<3)  PsychErrorExitMsg(PsychError_user, "Polygons must consist of at least 3 points; M dimension of pointList was < 3!");
	if(pSize>1)  PsychErrorExitMsg(PsychError_user, "pointList must be a 2D matrix, not a 3D matrix!");
	
	isConvex = -1;
	PsychCopyInDoubleArg(4, kPsychArgOptional, &isConvex);
	
    // On non-OpenGL1/2 we always force isConvex to zero, so the GLU tesselator is
    // always used. This because the tesselator only emits GL_TRIANGLES and GL_TRIANGLE_STRIP
    // and GL_TRIANGLE_FANS primitives which are supported on all current OpenGL API's, whereas
    // or "classic" fast-path needs GL_POLYGONS, which are only supported on classic OpenGL1/2:
    if (!PsychIsGLClassic(windowRecord)) isConvex = 0;

	// Enable this windowRecords framebuffer as current drawingtarget:
	PsychSetDrawingTarget(windowRecord);
	
	// Set default drawshader:
	PsychSetShader(windowRecord, -1);
	
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);		 
	PsychSetGLColor(&color, windowRecord);
	
	///////// Test for convexity ////////
	// This algorithm checks, if the polygon is definitely convex, or not.
	// We take the slow-path, if polygon is non-convex or if we can't prove
	// that it is convex.
	//
	// Algorithm adapted from: http://astronomy.swin.edu.au/~pbourke/geometry/clockwise/
	// Which was written by Paul Bourke, 1998.
	//
	// -> This webpage explains the mathematical principle behind the test and provides
	// a C-Source file which has been adapted for use here.
	//	
	if (isConvex == -1) {
		flag = 0;
		for (i=0; i < mSize; i++) {
			j = (i + 1) % mSize;
			k = (i + 2) % mSize;
			z  = (pointList[j] - pointList[i]) * (pointList[k+mSize] - pointList[j+mSize]);
			z -= (pointList[j+mSize] - pointList[i+mSize]) * (pointList[k] - pointList[j]);
			
			if (z < 0) {
				flag |= 1;
			}
			else if (z > 0) {
				flag |= 2;
			}
			
			if (flag == 3) {
				// This is definitely a CONCAVE polygon --> not Convex --> Take slow but safe path.
				break;
			}
		}
		
		if (flag!=0 && flag!=3) {
			// This is a convex polygon --> Take fast path.
			isConvex = 1;
		}
		else {
			// This is a complex polygon --> can't determine if it is convex or not --> Take slow but safe path.
			isConvex = 0;
		}
	}
			
	////// Switch between fast path and slow path, depending on convexity of polygon:
	if (isConvex > 0) {
		// Convex, non-self-intersecting polygon - Take the fast-path:
		glBegin(GL_POLYGON);
		for(i=0;i<mSize;i++) glVertex2d((GLdouble)pointList[i], (GLdouble)pointList[i+mSize]);
		glEnd();
	}
	else {
		// Possibly concave and/or self-intersecting polygon - At least we couldn't prove it is convex.
		// Take the slow, but safe, path using GLU-Tesselators to break it up into a couple of convex, simple
		// polygons:
		
		// Create and initialize a new GLU-Tesselator object, if needed:
		if (NULL == tess) {
			// Create tesselator:
			tess = gluNewTess();
			if (NULL == tess) PsychErrorExitMsg(PsychError_outofMemory, "Out of memory condition in Screen('FillPoly')! Not enough space.");

			// Assign our callback-functions:
			gluTessCallback(tess, GLU_TESS_BEGIN, GLUTESSCBCASTER PsychtcbBegin);
			gluTessCallback(tess, GLU_TESS_VERTEX, GLUTESSCBCASTER PsychtcbVertex);
			gluTessCallback(tess, GLU_TESS_END, GLUTESSCBCASTER PsychtcbEnd);
			gluTessCallback(tess, GLU_TESS_COMBINE, GLUTESSCBCASTER PsychtcbCombine);

			// Define all tesselated polygons to lie in the x-y plane:
			gluTessNormal(tess, 0, 0, 1);
		}

		// We need to hold the values in a temporary array:
		if (tempvsize < mSize) {
			tempvsize = ((mSize / 1000) + 1) * 1000;
			tempv = (double*) realloc((void*) tempv, sizeof(double) * 3 * tempvsize);
			if (NULL == tempv) PsychErrorExitMsg(PsychError_outofMemory, "Out of memory condition in Screen('FillPoly')! Not enough space.");
		}

		// Now submit our Polygon for tesselation:
		gluTessBeginPolygon(tess, NULL);
		gluTessBeginContour(tess);

		for(i=0; i < mSize; i++) {
			tempv[i*3]=(GLdouble) pointList[i];
			tempv[i*3+1]=(GLdouble) pointList[i+mSize];
			tempv[i*3+2]=0;
			gluTessVertex(tess, (GLdouble*) &(tempv[i*3]), (void*) &(tempv[i*3]));
		}
		
		// Process, finalize and render it by calling our callback-functions:
		gluTessEndContour(tess);
		gluTessEndPolygon (tess);
		
		// Done with drawing the filled polygon. (Slow-Path)
	}
	
	// Mark end of drawing op. This is needed for single buffered drawing:
	PsychFlushGL(windowRecord);
	
	// printf("CombinerCalls %i out of %i allocated.\n", combinerCacheSlot, combinerCacheSize);

	return(PsychError_none);
}
コード例 #7
0
PsychError SCREENPutImage(void) 
{
	PsychRectType 		windowRect,positionRect;
	int 			ix, iy, numPlanes, bitsPerColor, matrixRedIndex, matrixGreenIndex, matrixBlueIndex, matrixAlphaIndex, matrixGrayIndex;
	int 			inputM, inputN, inputP, positionRectWidth, positionRectHeight; 
	PsychWindowRecordType	*windowRecord;
	unsigned char		*inputMatrixByte;
	double			*inputMatrixDouble;
	GLuint			*compactMat, matrixGrayValue, matrixRedValue, matrixGreenValue, matrixBlueValue, matrixAlphaValue, compactPixelValue;
	PsychArgFormatType	inputMatrixType;
	GLfloat			xZoom=1, yZoom=-1;
        
	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString, seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};

	//cap the number of inputs
	PsychErrorExit(PsychCapNumInputArgs(4));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs
        
        //get the image matrix
        inputMatrixType=PsychGetArgType(2);
        switch(inputMatrixType){
            case PsychArgType_none : case PsychArgType_default:
                PsychErrorExitMsg(PsychError_user, "imageArray argument required");
                break;
            case PsychArgType_uint8 :
                PsychAllocInUnsignedByteMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixByte);
                break;
            case PsychArgType_double :
                PsychAllocInDoubleMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixDouble);
                break;
            default :
                PsychErrorExitMsg(PsychError_user, "imageArray must be uint8 or double type");
                break;
        }
        
        //get the window and get the rect and stuff
        PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
        numPlanes=PsychGetNumPlanesFromWindowRecord(windowRecord);
        bitsPerColor=PsychGetColorSizeFromWindowRecord(windowRecord);
        PsychGetRectFromWindowRecord(windowRect, windowRecord);
	if(PsychCopyInRectArg(3, FALSE, positionRect)){
            positionRectWidth=(int)PsychGetWidthFromRect(positionRect);
            positionRectHeight=(int)PsychGetHeightFromRect(positionRect);
            if(inputP != 1 && inputP != 3 && inputP != 4)
                PsychErrorExitMsg(PsychError_user, "Third dimension of image matrix must be 1, 3, or 4"); 
            if( positionRectWidth != inputN  || positionRectHeight != inputM){
                //calculate the zoom factor
                xZoom=(GLfloat)positionRectWidth/(GLfloat)inputN;
                yZoom=-((GLfloat)positionRectHeight/(GLfloat)inputM);
            }
        }else{
           positionRect[kPsychLeft]=0;
           positionRect[kPsychTop]=0;
           positionRect[kPsychRight]=inputN;
           positionRect[kPsychBottom]=inputM;
           PsychCenterRect(positionRect, windowRect, positionRect);
           //This should be centered  
        }
        
        
        //put up the image
        if(numPlanes==1){  //screen planes, not image matrix planes.  
            PsychErrorExitMsg(PsychError_unimplemented, "Put Image does not yet support indexed mode");
            //remember to test here for inputP==3 because that would be wrong. 
        }else if(numPlanes==4){
            compactMat=(GLuint *)mxMalloc(sizeof(GLuint) * inputN * inputM);
            for(ix=0;ix<inputN;ix++){
                for(iy=0;iy<inputM;iy++){
                    if(inputP==1){
                        matrixGrayIndex=PsychIndexElementFrom3DArray(inputM, inputN, 1, iy, ix, 0);
                        if(inputMatrixType==PsychArgType_uint8)
                            matrixGrayValue=(GLuint)inputMatrixByte[matrixGrayIndex];
                        else //inputMatrixType==PsychArgType_double
                            matrixGrayValue=(GLuint)inputMatrixDouble[matrixGrayIndex];
                
                        compactPixelValue=((matrixGrayValue<<8 | matrixGrayValue)<<8 | matrixGrayValue)<<8 | 255; 
                        compactMat[iy*inputN+ix]=compactPixelValue; 
                    }else if(inputP==3){
                        matrixRedIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 0);
                        matrixGreenIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 1);
                        matrixBlueIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 2);
                        if(inputMatrixType==PsychArgType_uint8){
                            matrixRedValue=(GLuint)inputMatrixByte[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixByte[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixByte[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)255;
                        }else{
                            matrixRedValue=(GLuint)inputMatrixDouble[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixDouble[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixDouble[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)255;
                        }
                        compactPixelValue= ((matrixRedValue<<8 | matrixGreenValue )<<8 | matrixBlueValue)<<8 | matrixAlphaValue; 
                        compactMat[iy*inputN+ix]=compactPixelValue; 
                    }else if(inputP==4){
                        matrixRedIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 0);
                        matrixGreenIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 1);
                        matrixBlueIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 2);
                        matrixAlphaIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 3);
                        if(inputMatrixType==PsychArgType_uint8){  
                            matrixRedValue=(GLuint)inputMatrixByte[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixByte[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixByte[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)inputMatrixByte[matrixAlphaIndex];
                        }else{
                            matrixRedValue=(GLuint)inputMatrixDouble[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixDouble[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixDouble[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)inputMatrixDouble[matrixAlphaIndex];
                        }
                        compactPixelValue= ((matrixRedValue<<8 | matrixGreenValue )<<8 | matrixBlueValue)<<8 | matrixAlphaValue; 
                        compactMat[iy*inputN+ix]=compactPixelValue; 

                    }

                 }
            }

            PsychSetGLContext(windowRecord);
			PsychUpdateAlphaBlendingFactorLazily(windowRecord);

            glRasterPos2i((GLint)(positionRect[kPsychLeft]), (GLint)(positionRect[kPsychTop]));
            PsychTestForGLErrors();
            glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint)(sizeof(GLuint)));  //4  
            PsychTestForGLErrors();
            glPixelZoom(xZoom,yZoom);
            PsychTestForGLErrors();            
            glDrawPixels(inputN, inputM, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, compactMat);
            free((void *)compactMat);
            PsychTestForGLErrors();
            PsychFlushGL(windowRecord);  //OS X: This does nothing if we are multi buffered, otherwise it glFlushes
						
			
            PsychTestForGLErrors();
        }else if(numPlanes==3)
            PsychErrorExitMsg(PsychError_unimplemented, "PutImage found hardware without an alpha channel.");	

	return(PsychError_none);
}
コード例 #8
0
PsychError SCREENPutImage(void) 
{
	PsychRectType			windowRect, positionRect;
	int						ix, iy;
	size_t					matrixRedIndex, matrixGreenIndex, matrixBlueIndex, matrixAlphaIndex, matrixGrayIndex;
	int						inputM, inputN, inputP, positionRectWidth, positionRectHeight;
	size_t					pixelIndex = 0;
	PsychWindowRecordType	*windowRecord;
	unsigned char			*inputMatrixByte;
	double					*inputMatrixDouble;
	GLfloat					*pixelData;
	GLfloat					matrixGrayValue, matrixRedValue, matrixGreenValue, matrixBlueValue, matrixAlphaValue;
	PsychArgFormatType		inputMatrixType;
	GLfloat					xZoom = 1, yZoom = -1;
        
	// All sub functions should have these two lines.
	PsychPushHelp(useString, synopsisString, seeAlsoString);
	if (PsychIsGiveHelp()) {
		PsychGiveHelp();
		return PsychError_none;
	};

	// Cap the number of inputs.
	PsychErrorExit(PsychCapNumInputArgs(4));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs
        
	// Get the image matrix.
	inputMatrixType = PsychGetArgType(2);
	switch (inputMatrixType) {
		case PsychArgType_none:
		case PsychArgType_default:
			PsychErrorExitMsg(PsychError_user, "imageArray argument required");
			break;
		case PsychArgType_uint8:
			PsychAllocInUnsignedByteMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixByte);
			break;
		case PsychArgType_double:
			PsychAllocInDoubleMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixDouble);
			break;
		default:
			PsychErrorExitMsg(PsychError_user, "imageArray must be uint8 or double type");
			break;
	}

    if (inputP != 1 && inputP != 3 && inputP != 4) {
        PsychErrorExitMsg(PsychError_user, "Third dimension of image matrix must be 1, 3, or 4");
    }
        
	// Get the window and get the rect and stuff.
	PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);

    // A no-go on OES:
    if (PsychIsGLES(windowRecord)) {
        PsychErrorExitMsg(PsychError_unimplemented, "Sorry, Screen('PutImage') is not supported on OpenGL-ES embedded graphics hardware. Use 'MakeTexture' and 'DrawTexture' instead.");
    }

	PsychGetRectFromWindowRecord(windowRect, windowRecord);
	if (PsychCopyInRectArg(3, FALSE, positionRect)) {
		if (IsPsychRectEmpty(positionRect)) {
			return PsychError_none;
		}
		positionRectWidth  = (int) PsychGetWidthFromRect(positionRect);
		positionRectHeight = (int) PsychGetHeightFromRect(positionRect);
		if (positionRectWidth != inputN  || positionRectHeight != inputM) {
			// Calculate the zoom factor.
			xZoom = (GLfloat)   positionRectWidth  / (GLfloat) inputN;
			yZoom = -((GLfloat) positionRectHeight / (GLfloat) inputM);
		}
	}
	else {
	   positionRect[kPsychLeft] = 0;
	   positionRect[kPsychTop] = 0;
	   positionRect[kPsychRight] = inputN;
	   positionRect[kPsychBottom] = inputM;
	   PsychCenterRect(positionRect, windowRect, positionRect);
	}
        
	// Allocate memory to hold the pixel data that we'll later pass to OpenGL.
	pixelData = (GLfloat*) PsychMallocTemp(sizeof(GLfloat) * (size_t) inputN * (size_t) inputM * 4);
	
	// Loop through all rows and columns of the pixel data passed from Matlab, extract it,
	// and stick it into 'pixelData'.
	for (iy = 0; iy < inputM; iy++) {
		for (ix = 0; ix < inputN; ix++) {
			if (inputP == 1) { // Grayscale
							   // Extract the grayscale value.
				matrixGrayIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 1, (size_t) iy, (size_t) ix, 0);
				if (inputMatrixType == PsychArgType_uint8) {
					// If the color range is > 255, then force it to 255 for 8-bit values.
					matrixGrayValue = (GLfloat)inputMatrixByte[matrixGrayIndex];
					if (windowRecord->colorRange > 255) {
						matrixGrayValue /= (GLfloat)255;
					}
					else {
						matrixGrayValue /= (GLfloat)windowRecord->colorRange;
					}
				}
				else {
					matrixGrayValue = (GLfloat)(inputMatrixDouble[matrixGrayIndex] / windowRecord->colorRange);
				}
				
				// RGB will all be the same for grayscale.  We'll go ahead and fix alpha to the max value.
				pixelData[pixelIndex++] = matrixGrayValue; // R
				pixelData[pixelIndex++] = matrixGrayValue; // G
				pixelData[pixelIndex++] = matrixGrayValue; // B
				pixelData[pixelIndex++] = (GLfloat) 1.0; // A
			}
			else if (inputP == 3) { // RGB
				matrixRedIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 3, (size_t) iy, (size_t) ix, 0);
				matrixGreenIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 3, (size_t) iy, (size_t) ix, 1);
				matrixBlueIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 3, (size_t) iy, (size_t) ix, 2);
				
				if (inputMatrixType == PsychArgType_uint8) {
					// If the color range is > 255, then force it to 255 for 8-bit values.
					matrixRedValue = (GLfloat)inputMatrixByte[matrixRedIndex];
					matrixGreenValue = (GLfloat)inputMatrixByte[matrixGreenIndex];
					matrixBlueValue = (GLfloat)inputMatrixByte[matrixBlueIndex];
					if (windowRecord->colorRange > 255) {
						matrixRedValue /= (GLfloat)255;
						matrixGreenValue /= (GLfloat)255;
						matrixBlueValue /= (GLfloat)255;
					}
					else {
						matrixRedValue /= (GLfloat)windowRecord->colorRange;
						matrixGreenValue /= (GLfloat)windowRecord->colorRange;
						matrixBlueValue /= (GLfloat)windowRecord->colorRange;
					}
				}
				else {
					matrixRedValue = (GLfloat)(inputMatrixDouble[matrixRedIndex] / windowRecord->colorRange);
					matrixGreenValue = (GLfloat)(inputMatrixDouble[matrixGreenIndex] / windowRecord->colorRange);
					matrixBlueValue = (GLfloat)(inputMatrixDouble[matrixBlueIndex] / windowRecord->colorRange);
				}
				
				pixelData[pixelIndex++] = matrixRedValue;
				pixelData[pixelIndex++] = matrixGreenValue;
				pixelData[pixelIndex++] = matrixBlueValue;
				pixelData[pixelIndex++] = (GLfloat)1.0;
			}
			else if (inputP == 4) { // RGBA
				matrixRedIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 0);
				matrixGreenIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 1);
				matrixBlueIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 2);
				matrixAlphaIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 3);
				
				if (inputMatrixType == PsychArgType_uint8) {
					// If the color range is > 255, then force it to 255 for 8-bit values.
					matrixRedValue = (GLfloat)inputMatrixByte[matrixRedIndex];
					matrixGreenValue = (GLfloat)inputMatrixByte[matrixGreenIndex];
					matrixBlueValue = (GLfloat)inputMatrixByte[matrixBlueIndex];
					matrixAlphaValue = (GLfloat)inputMatrixByte[matrixAlphaIndex];
					if (windowRecord->colorRange > 255) {
						matrixRedValue /= (GLfloat)255;
						matrixGreenValue /= (GLfloat)255;
						matrixBlueValue /= (GLfloat)255;
						matrixAlphaValue /= (GLfloat)255;
					}
					else {
						matrixRedValue /= (GLfloat)windowRecord->colorRange;
						matrixGreenValue /= (GLfloat)windowRecord->colorRange;
						matrixBlueValue /= (GLfloat)windowRecord->colorRange;
						matrixAlphaValue /= (GLfloat)windowRecord->colorRange;
					}
				}
				else {
					matrixRedValue = (GLfloat)(inputMatrixDouble[matrixRedIndex] / windowRecord->colorRange);
					matrixGreenValue = (GLfloat)(inputMatrixDouble[matrixGreenIndex] / (GLfloat)windowRecord->colorRange);
					matrixBlueValue = (GLfloat)(inputMatrixDouble[matrixBlueIndex] / (GLfloat)windowRecord->colorRange);
					matrixAlphaValue = (GLfloat)(inputMatrixDouble[matrixAlphaIndex] / (GLfloat)windowRecord->colorRange);
				}
				
				pixelData[pixelIndex++] = matrixRedValue;
				pixelData[pixelIndex++] = matrixGreenValue;
				pixelData[pixelIndex++] = matrixBlueValue;
				pixelData[pixelIndex++] = matrixAlphaValue;
			}
		} // for (iy = 0; iy < inputM; iy++)
	} // for (ix = 0; ix < inputN; ix++)
	
	// Enable this windowRecords framebuffer as current drawingtarget:
	PsychSetDrawingTarget(windowRecord);
	
	// Disable draw shader:
	PsychSetShader(windowRecord, 0);
	
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	
	// Set the raster position so that we can draw starting at this location.
	glRasterPos2f((GLfloat)(positionRect[kPsychLeft]), (GLfloat)(positionRect[kPsychTop]));
	
	// Tell glDrawPixels to unpack the pixel array along GLfloat boundaries.
	glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint)sizeof(GLfloat));
	
	// Dump the pixels onto the screen.
	glPixelZoom(xZoom, yZoom);
	glDrawPixels(inputN, inputM, GL_RGBA, GL_FLOAT, pixelData);
	glPixelZoom(1,1);
	
	PsychFlushGL(windowRecord);  // This does nothing if we are multi buffered, otherwise it glFlushes
	PsychTestForGLErrors();
	
	return PsychError_none;
}
コード例 #9
0
PsychError SCREENDrawLine(void)  
{
	
	PsychColorType					color;
	PsychWindowRecordType			*windowRecord;
	double							whiteValue;
	psych_bool						isArgThere;
	double							sX, sY, dX, dY, penSize;
	float                           linesizerange[2];

	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString,seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//check for superfluous arguments
	PsychErrorExit(PsychCapNumInputArgs(7));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs

	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(1, kPsychArgRequired, &windowRecord);
	
	//Get the color argument or use the default, then coerce to the form determened by the window depth.  
	isArgThere=PsychCopyInColorArg(2, FALSE, &color);
	if(!isArgThere){
		whiteValue=PsychGetWhiteValueFromWindow(windowRecord);
		PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
	}

 	PsychCoerceColorMode( &color);
        
	//get source and destination X and Y values
	PsychCopyInDoubleArg(3, kPsychArgRequired, &sX);
	PsychCopyInDoubleArg(4, kPsychArgRequired, &sY);
	PsychCopyInDoubleArg(5, kPsychArgRequired, &dX);
	PsychCopyInDoubleArg(6, kPsychArgRequired, &dY);
	
	//get and set the pen size
	penSize=1;
	PsychCopyInDoubleArg(7, kPsychArgOptional, &penSize);
	
	// Enable this windowRecords framebuffer as current drawingtarget:
	PsychSetDrawingTarget(windowRecord);

	// Set default draw shader:
	PsychSetShader(windowRecord, -1);

    glGetFloatv(GL_LINE_WIDTH_RANGE, (GLfloat*) &linesizerange);
    if (penSize < linesizerange[0] || penSize > linesizerange[1]) {
		printf("PTB-ERROR: You requested a line width of %f units, which is not in the range (%f to %f) supported by your graphics hardware.\n",
			   penSize, linesizerange[0], linesizerange[1]);
		PsychErrorExitMsg(PsychError_user, "Unsupported line width requested.");
	}

	glLineWidth((GLfloat)penSize);

	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	PsychSetGLColor(&color, windowRecord);
	glBegin(GL_LINES);
		glVertex2d((GLdouble)sX, (GLdouble)sY);
		glVertex2d((GLdouble)dX, (GLdouble)dY);
	glEnd();
	
	glLineWidth((GLfloat) 1);

	// Mark end of drawing op. This is needed for single buffered drawing:
	PsychFlushGL(windowRecord);

	return(PsychError_none);
}
コード例 #10
0
PsychError SCREENOpenOffscreenWindow(void) 
{
    int						screenNumber, depth, targetScreenNumber;
    PsychRectType			rect;
    PsychColorType			color;
    PsychWindowRecordType	*exampleWindowRecord, *windowRecord, *targetWindow;
    psych_bool				wasColorSupplied;
    char*					texturePointer;
    size_t					xSize, ySize, nbytes;
    psych_bool				bigendian;
	GLubyte					*rpb;
    int						ix;
	GLenum					fboInternalFormat;
	psych_bool				needzbuffer;
	psych_bool				overridedepth = FALSE;
	int						usefloatformat = 0;
	int						specialFlags = 0;
	int						multiSample = 0;
	
    // Detect endianity (byte-order) of machine:
    ix=255;
    rpb=(GLubyte*) &ix;
    bigendian = ( *rpb == 255 ) ? FALSE : TRUE;
    ix = 0; rpb = NULL;

    //all sub functions should have these two lines
    PsychPushHelp(useString, synopsisString, seeAlsoString);
    if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};

    //cap the number of inputs
    PsychErrorExit(PsychCapNumInputArgs(6));   //The maximum number of inputs
    PsychErrorExit(PsychCapNumOutputArgs(2));  //The maximum number of outputs

    //1-User supplies a window ptr 2-User supplies a screen number 3-User supplies rect and pixel size
    if(PsychIsWindowIndexArg(1)){
        PsychAllocInWindowRecordArg(1, TRUE, &exampleWindowRecord);
		// Assign normalized copy of example windows rect -- Top-Left corner is always (0,0)
		PsychNormalizeRect(exampleWindowRecord->clientrect, rect);

        // We copy depth only from exampleWindow if it is a offscreen window (=texture). Copying from
        // onscreen windows doesn't make sense, e.g. depth=16 for onscreen means RGBA8 window, but it
        // would map onto a LUMINANCE+ALPHA texture for the offscreen window! We always use 32 bit RGBA8
        // in such a case.
        depth=(PsychIsOffscreenWindow(exampleWindowRecord)) ? exampleWindowRecord->depth : 32;
		// unless it is a FBO backed onscreen window in imaging mode: Then we can use the depth from it.
		if (exampleWindowRecord->imagingMode & kPsychNeedFastBackingStore || exampleWindowRecord->imagingMode & kPsychNeedFastOffscreenWindows) depth = exampleWindowRecord->depth;
        targetScreenNumber=exampleWindowRecord->screenNumber;
        targetWindow=exampleWindowRecord;
    } else if(PsychIsScreenNumberArg(1)){
        PsychCopyInScreenNumberArg(1, TRUE, &screenNumber);
        PsychGetScreenRect(screenNumber, rect);
        depth=32; // Always use RGBA8 in this case! See above...
        targetScreenNumber=screenNumber;
        targetWindow=NULL;
    } else if(PsychIsUnaffiliatedScreenNumberArg(1)){  //that means -1 or maybe also NaN if we add that option.  
        // Default to a depth of 32 bpp:
        depth = 32;
        targetWindow = NULL;
        // Get first open onscreen window as target window:
        PsychFindScreenWindowFromScreenNumber(kPsychUnaffiliatedWindow, &targetWindow);
		if (targetWindow == NULL) PsychErrorExitMsg(PsychError_user, "Could not find any open onscreen window to act as parent for this offscreen window. Open an onscreen window first!");
		targetScreenNumber = targetWindow->screenNumber;
        PsychGetScreenRect(targetScreenNumber, rect);
    } else {
        targetScreenNumber = 0; // Make compiler happy.
        PsychErrorExit(PsychError_invalidNumdex);
    }

    if (targetWindow==NULL) {
        // Get target window of screen:
        PsychFindScreenWindowFromScreenNumber(targetScreenNumber, &targetWindow);
		if (targetWindow == NULL) PsychErrorExitMsg(PsychError_user, "Could not find any open onscreen window to act as parent for this offscreen window. Open an onscreen window first!");
		targetScreenNumber = targetWindow->screenNumber;
    }
    
    //Depth and rect argument supplied as arguments override those inherited from reference screen or window.
    //Note that PsychCopyIn* prefix means that value will not be overwritten if the arguments are not present.
    PsychCopyInRectArg(3,FALSE, rect);
    if (IsPsychRectEmpty(rect)) PsychErrorExitMsg(PsychError_user, "Invalid rect value provided: Empty rects are not allowed.");

	// Copy in optional depth: This gets overriden in many ways if imaging pipeline is on:
    if (PsychCopyInIntegerArg(4,FALSE, &depth)) overridedepth = TRUE;

    // If any of the no longer supported values 0, 1, 2 or 4 is provided, we
    // silently switch to 32 bits per pixel, which is the safest and fastest setting:
    if (depth==0 || depth==1 || depth==2 || depth==4) depth=32;

    // Final sanity check:
	if (!(targetWindow->imagingMode & kPsychNeedFastOffscreenWindows) && !(targetWindow->imagingMode & kPsychNeedFastBackingStore) && (depth==64 || depth==128)) {
      PsychErrorExitMsg(PsychError_user, "Invalid depth value provided. Must be 8 bpp, 16 bpp, 24 bpp or 32 bpp, unless you enable the imaging pipeline, which provides you with more options!");
	}
	
    if (depth!=8 && depth!=16 && depth!=24 && depth!=32 && depth!=64 && depth!=128) {
      PsychErrorExitMsg(PsychError_user, "Invalid depth value provided. Must be 8 bpp, 16 bpp, 24 bpp, 32 bpp, or if imagingmode is enabled also 64 bpp or 128 bpp!");
    }

	// If the imaging pipeline is enabled for the associated onscreen window and fast backing store, aka FBO's
	// is requested, then we only accept depths of at least 32 bit, i.e. RGBA windows. We override any lower
	// precision spec. This is because some common hardware only supports rendering to RGBA textures, not to
	// RGB, LA or Luminance textures.
	if ((targetWindow->imagingMode & kPsychNeedFastBackingStore || targetWindow->imagingMode & kPsychNeedFastOffscreenWindows) && (depth < 32)) depth = 32;

    // Find the color for the window background.  
    wasColorSupplied=PsychCopyInColorArg(kPsychUseDefaultArgPosition, FALSE, &color);
	
	// If none provided, use a proper white-value for this window:
    if(!wasColorSupplied) PsychLoadColorStruct(&color, kPsychIndexColor, PsychGetWhiteValueFromWindow(targetWindow));  

    // Get the optional specialmode flag:
    PsychCopyInIntegerArg(5, FALSE, &specialFlags);

    // OpenGL-ES only supports GL_TEXTURE_2D targets, so enforce these via flags setting 1:
    if (PsychIsGLES(targetWindow)) specialFlags |= 1;

	// This command converts whatever color we got into RGBA format:
    PsychCoerceColorMode(&color);

    // printf("R=%i G=%i B=%i A=%i I=%i", color.value.rgba.r, color.value.rgba.g,color.value.rgba.b,color.value.rgba.a,color.value.index); 
    // First allocate the offscreen window record to store stuff into. If we exit with an error PsychErrorExit() should
    // call PsychPurgeInvalidWindows which will clean up the window record. 
    PsychCreateWindowRecord(&windowRecord);  // This also fills the window index field.

    // This offscreen window is implemented as a Psychtoolbox texture:
    windowRecord->windowType=kPsychTexture;

    // We need to assign the screen number of the onscreen-window, so PsychCreateTexture()
    // can query the size of the screen/onscreen-window...
    windowRecord->screenNumber = targetScreenNumber;

    // Assign the computed depth:
    windowRecord->depth=depth;

	// Default number of channels:
	windowRecord->nrchannels=depth / 8;

    // Assign the computed rect, but normalize it to start with top-left at (0,0):
    PsychNormalizeRect(rect, windowRecord->rect);

    // Client rect of an offscreen window is always == rect of it:
    PsychCopyRect(windowRecord->clientrect, windowRecord->rect);
    
	// Until here no OpenGL commands executed. Now we need a valid context: Set targetWindow
	// as drawing target. This will perform neccessary context-switch and all backbuffer
	// backup/restore/whatever operations to make sure we can do what we want without
	// possibly screwing any offscreen windows and bindings:
	if (PsychIsOnscreenWindow(targetWindow) || PsychIsOffscreenWindow(targetWindow)) {
		// This is a possible on-/offscreen drawingtarget:
		PsychSetDrawingTarget(targetWindow);
	}
	else {
		// This must be a proxy-window object: Can't transition to it!
		
		// But we can safe-reset the current drawingtarget...
		PsychSetDrawingTarget((PsychWindowRecordType*) 0x1);
		
		// ...and then switch to the OpenGL context of the 'targetWindow' proxy object:
		PsychSetGLContext(targetWindow);

		// Ok, framebuffer and bindings are safe and disabled, context is set. We
		// should be safe to continue with the proxy...
	}
	
	// From here on we have a defined context and state. We can detach the drawing target whenever
	// we want, as everything is backed up somewhere for later reinit.
	
	// Create offscreen window either new style as FBO, or old style as texture:
	if ((targetWindow->imagingMode & kPsychNeedFastBackingStore) || (targetWindow->imagingMode & kPsychNeedFastOffscreenWindows)) {
		// Imaging mode for this window enabled: Use new way of creating the offscreen window:
		
		// We safely unbind any FBO bindings and drawingtargets:
		PsychSetDrawingTarget((PsychWindowRecordType*) 0x1);
		
		// Overriden for imagingmode: There we always have 4 channels...
		windowRecord->nrchannels=4;

		// Start off with standard 8 bpc fixed point:
		fboInternalFormat = GL_RGBA8; windowRecord->depth=32; usefloatformat = 0;
		
		// Need 16 bpc fixed point precision?
		if (targetWindow->imagingMode & kPsychNeed16BPCFixed) {
			fboInternalFormat = (targetWindow->gfxcaps & kPsychGfxCapSNTex16) ? GL_RGBA16_SNORM : GL_RGBA16;
			windowRecord->depth=64;
			usefloatformat = 0;
		}
		
		// Need 16 bpc floating point precision?
		if (targetWindow->imagingMode & kPsychNeed16BPCFloat) { fboInternalFormat = GL_RGBA_FLOAT16_APPLE; windowRecord->depth=64; usefloatformat = 1; }
		
		// Need 32 bpc floating point precision?
		if (targetWindow->imagingMode & kPsychNeed32BPCFloat) { fboInternalFormat = GL_RGBA_FLOAT32_APPLE; windowRecord->depth=128; usefloatformat = 2; }
		
		// Override depth value provided?
		if (overridedepth) {
			// Manual depth specified: Override with that depth:
			switch(depth) {
				case 32:
					fboInternalFormat = GL_RGBA8; windowRecord->depth=32; usefloatformat = 0;
				break;

				case 64:
					fboInternalFormat = GL_RGBA_FLOAT16_APPLE; windowRecord->depth=64; usefloatformat = 1;
					// Need fallback for lack of float 16 support?
					if (!(targetWindow->gfxcaps & kPsychGfxCapFPTex16) && !PsychIsGLES(targetWindow)) {
						// Yes. Try 16 bit signed normalized texture instead:
						if (PsychPrefStateGet_Verbosity() > 4)
							printf("PTB-INFO:OpenOffscreenWindow: Code requested 16 bpc float precision, but this is unsupported. Trying to use 15 bit snorm precision instead.\n");
						fboInternalFormat = GL_RGBA16_SNORM; windowRecord->depth=64; usefloatformat = 0;
						if (!(targetWindow->gfxcaps & kPsychGfxCapSNTex16)) {
							printf("PTB-ERROR:OpenOffscreenWindow: Code requested 16 bpc float precision, but this is unsupported by this graphics card.\n");
							printf("PTB-ERROR:OpenOffscreenWindow: Tried to use 16 bit snorm format instead, but failed as this is unsupported as well.\n");
						}
					}
				break;

				case 128:
					fboInternalFormat = GL_RGBA_FLOAT32_APPLE; windowRecord->depth=128; usefloatformat = 2;
				break;
				
				default:
					fboInternalFormat = GL_RGBA8; windowRecord->depth=32; usefloatformat = 0;
			}			
		}
		
        // Floating point framebuffer on OpenGL-ES requested?
        if (PsychIsGLES(targetWindow) && (usefloatformat > 0)) {
            // Yes. We only support 32 bpc float framebuffers with alpha-blending. On less supportive hardware we fail:
            if (!(targetWindow->gfxcaps & kPsychGfxCapFPTex32) || !(targetWindow->gfxcaps & kPsychGfxCapFPFBO32)) {
                PsychErrorExitMsg(PsychError_user, "Sorry, the requested offscreen window color resolution of 32 bpc floating point is not supported by your graphics card. Game over.");
            }

            // Supported. Upgrade requested format to 32 bpc float, whatever it was before:
            fboInternalFormat = GL_RGBA_FLOAT32_APPLE; windowRecord->depth=128; usefloatformat = 2;
        }

		// Do we need additional depth buffer attachments?
		needzbuffer = (PsychPrefStateGet_3DGfx()>0) ? TRUE : FALSE;
		
		// Copy in optional multiSample argument: It defaults to zero, aka multisampling disabled.
		PsychCopyInIntegerArg(6, FALSE, &multiSample);
		if (multiSample < 0) PsychErrorExitMsg(PsychError_user, "Invalid negative multiSample level provided!");

		// Multisampled anti-aliasing requested?
		if (multiSample > 0) {
			// Yep. Supported by GPU?
			if (!(targetWindow->gfxcaps & kPsychGfxCapFBOMultisample)) {
				// No. We fall back to non-multisampled mode:
				multiSample = 0;
				
				// Tell user if warnings enabled:
				if (PsychPrefStateGet_Verbosity() > 1) {
					printf("PTB-WARNING: You requested stimulus anti-aliasing via multisampling by setting the multiSample parameter of Screen('OpenOffscreenWindow', ...) to a non-zero value.\n");
					printf("PTB-WARNING: You also requested use of the imaging pipeline. Unfortunately, your combination of operating system, graphics hardware and driver does not\n");
					printf("PTB-WARNING: support simultaneous use of the imaging pipeline and multisampled anti-aliasing.\n");
					printf("PTB-WARNING: Will therefore continue without anti-aliasing...\n\n");
					printf("PTB-WARNING: A driver upgrade may resolve this issue. Users of MacOS-X need at least OS/X 10.5.2 Leopard for support on recent ATI hardware.\n\n");
				}
			}
		}

		// Allocate framebuffer object for this Offscreen window:
		if (!PsychCreateFBO(&(windowRecord->fboTable[0]), fboInternalFormat, needzbuffer, (int) PsychGetWidthFromRect(rect), (int) PsychGetHeightFromRect(rect), multiSample, specialFlags)) {
			// Failed!
			PsychErrorExitMsg(PsychError_user, "Creation of Offscreen window in imagingmode failed for some reason :(");
		}

		// Assign this FBO as drawBuffer for mono channel of our Offscreen window:
		windowRecord->drawBufferFBO[0] = 0;
		windowRecord->fboCount = 1;
		
		// Assign it as texture as well:
		windowRecord->textureNumber = windowRecord->fboTable[0]->coltexid;
		windowRecord->textureMemorySizeBytes = 0;
		windowRecord->textureMemory = NULL;
		windowRecord->texturetarget = (specialFlags & 0x1) ? GL_TEXTURE_2D : GL_TEXTURE_RECTANGLE_EXT;
		windowRecord->surfaceSizeBytes = (size_t) (PsychGetWidthFromRect(rect) * PsychGetHeightFromRect(rect) * (windowRecord->depth / 8));

		// Set bpc for FBO backed offscreen window:
		windowRecord->bpc = (int) (windowRecord->depth / 4);

		// Initial setup done, continues below after some shared code...
	}
	else {
		// Traditional texture creation code:
		
		// Special case for alpha-channel: DBL_MAX signals maximum alpha
		// value requested. In our own code we need to manually map this to
		// the maximum uint8 alpha value of 255:
		if (color.value.rgba.a == DBL_MAX) color.value.rgba.a = 255;
		
		// Allocate the texture memory:
		// We only allocate the amount really needed for given format, aka numMatrixPlanes - Bytes per pixel.
		xSize = (size_t) PsychGetWidthFromRect(rect);
		ySize = (size_t) PsychGetHeightFromRect(rect);
		windowRecord->textureMemorySizeBytes = ((size_t) (depth/8)) * xSize * ySize;
		windowRecord->textureMemory = malloc(windowRecord->textureMemorySizeBytes);
		texturePointer=(char*) windowRecord->textureMemory;
		// printf("depth=%i xsize=%i ysize=%i mem=%i ptr=%p", depth, xSize, ySize, windowRecord->textureMemorySizeBytes, texturePointer);
		// Fill with requested background color:
		nbytes=0;
		switch (depth) {
			case 8: // Pure LUMINANCE texture:
				memset((void*) texturePointer, (int) color.value.rgba.r, windowRecord->textureMemorySizeBytes);
				break;
				
			case 16: // LUMINANCE + ALPHA
				while (nbytes < windowRecord->textureMemorySizeBytes) {
					*(texturePointer++) = (psych_uint8) color.value.rgba.r;
					*(texturePointer++) = (psych_uint8) color.value.rgba.a;
					nbytes+=2;
				}
				break;
				
			case 24: // RGB:
				while (nbytes < windowRecord->textureMemorySizeBytes) {
					*(texturePointer++) = (psych_uint8) color.value.rgba.r;
					*(texturePointer++) = (psych_uint8) color.value.rgba.g;
					*(texturePointer++) = (psych_uint8) color.value.rgba.b;
					nbytes+=3;
				}
				break;        
				
			case 32: // RGBA
				if (bigendian) {
					// Code for big-endian machines, e.g., PowerPC:
					while (nbytes < windowRecord->textureMemorySizeBytes) {
						*(texturePointer++) = (psych_uint8) color.value.rgba.a;
						*(texturePointer++) = (psych_uint8) color.value.rgba.r;
						*(texturePointer++) = (psych_uint8) color.value.rgba.g;
						*(texturePointer++) = (psych_uint8) color.value.rgba.b;
						nbytes+=4;
					}
				}
				else {
					// Code for little-endian machines, e.g., IntelPC, IntelMAC, aka Pentium.
					while (nbytes < windowRecord->textureMemorySizeBytes) {
						*(texturePointer++) = (psych_uint8) color.value.rgba.b;
						*(texturePointer++) = (psych_uint8) color.value.rgba.g;
						*(texturePointer++) = (psych_uint8) color.value.rgba.r;
						*(texturePointer++) = (psych_uint8) color.value.rgba.a;
						nbytes+=4;
					}
				}
				break;
		}
	}
	
	// Shared setup code for FBO vs. non-FBO Offscreen windows:
	
	// Assign parent window and copy its inheritable properties:
	PsychAssignParentWindow(windowRecord, targetWindow);
	
    // Texture orientation is type 2 aka upright, non-transposed aka Offscreen window:
    windowRecord->textureOrientation = 2;
    
	if ((windowRecord->imagingMode & kPsychNeedFastBackingStore) || (windowRecord->imagingMode & kPsychNeedFastOffscreenWindows)) {
		// Last step for FBO backed Offscreen window: Clear it to its background color:
		PsychSetDrawingTarget(windowRecord);

		// Set default draw shader:
		PsychSetShader(windowRecord, -1);
	
		// Set background fill color:
		PsychSetGLColor(&color, windowRecord);

		// Setup alpha-blending:
		PsychUpdateAlphaBlendingFactorLazily(windowRecord);

		// Fullscreen fill of a non-onscreen window:
		PsychGLRect(windowRecord->rect);

		// Multisampling requested? If so, we need to enable it:
		if (multiSample > 0) {
			glEnable(GL_MULTISAMPLE);
			while (glGetError() != GL_NO_ERROR);
		}
		
		// Ready. Unbind it.
		PsychSetDrawingTarget(NULL);		
	}
	else {
		// Old-style setup for non-FBO Offscreen windows:
        
        // Special texture format?
		if (specialFlags & 0x1) windowRecord->texturetarget = GL_TEXTURE_2D;
        
		// Let's create and bind a new texture object and fill it with our new texture data.
		PsychCreateTexture(windowRecord);
    }

	// Assign GLSL filter-/lookup-shaders if needed:
	PsychAssignHighPrecisionTextureShaders(windowRecord, targetWindow, usefloatformat, (specialFlags & 2) ? 1 : 0);
	
    // specialFlags setting 8? Disable auto-mipmap generation:
    if (specialFlags & 0x8) windowRecord->specialflags |= kPsychDontAutoGenMipMaps;    

    // A specialFlags setting of 32? Protect texture against deletion via Screen('Close') without providing a explicit handle:
    if (specialFlags & 32) windowRecord->specialflags |= kPsychDontDeleteOnClose;    

    // Window ready. Mark it valid and return handle to userspace:
    PsychSetWindowRecordValid(windowRecord);
    
    //Return the window index and the rect argument.
    PsychCopyOutDoubleArg(1, FALSE, windowRecord->windowIndex);
    PsychCopyOutRectArg(2, FALSE, rect);

    // Ready.
    return(PsychError_none);
}
コード例 #11
0
PsychError SCREENDrawTexture(void) 
{
static char synopsisString[] = 
	"Draw the texture specified via 'texturePointer' into the target window specified via 'windowPointer'. "
	"In the the OS X Psychtoolbox textures replace offscreen windows for fast drawing of images during animation."
	"'sourceRect' specifies a rectangular subpart of the texture to be drawn (Defaults to full texture). "
	"'destinationRect' defines the rectangular subpart of the window where the texture should be drawn. This defaults"
	"to centered on the screen. "
	"'rotationAngle' Specifies a rotation angle in degree for rotated drawing of the texture (Defaults to 0 deg. = upright). "
	"'filterMode' How to compute the pixel color values when the texture is drawn magnified, minified or drawn shifted, e.g., "
	"if sourceRect and destinationRect do not have the same size or if sourceRect specifies fractional pixel values. 0 = Nearest "
	"neighbour filtering, 1 = Bilinear filtering - this is the default. 'globalAlpha' A global alpha transparency value to apply "
	"to the whole texture for blending. Range is 0 = fully transparent to 1 = fully opaque, defaults to one. If both, an alpha-channel "
	"and globalAlpha are provided, then the final alpha is the product of both values. 'modulateColor', if provided, overrides the "
	"'globalAlpha' value. If 'modulateColor' is specified, the 'globalAlpha' value will be ignored. 'modulateColor' will be a global "
	"color that gets applied to the texture as a whole, i.e., it modulates each color channel. E.g., modulateColor = [128 255 0] would "
	"leave the green- and alpha-channel untouched, but it would multiply the blue channel with 0 - set it to zero blue intensity, and "
	"it would multiply each texel in the red channel by 128/255 - reduce its intensity to 50%. The most interesting application of "
	"'modulateColor' is drawing of arbitrary complex shapes of selectable color: Simply generate an all-white luminance texture of "
	"arbitrary shape, possibly with alpha channel, then draw it with 'modulateColor' set to the wanted color and global alpha value.\n"
	"'textureShader' (optional): If you provide a valid handle of a GLSL shader, this shader will be applied to the texture during "
	"drawing. If the texture already has a shader assigned (via Screen('MakeTexture') or automatically by PTB for some reason), then "
	"the shader provided here as 'textureShader' will silently override the shader assigned earlier. Application of shaders this way "
	"is mostly useful for application of simple single-pass image processing operations to a texture, e.g., a simple blur or a "
	"deinterlacing operation for a video texture. If you intend to use this texture multiple times or if you need more complex image "
	"processing, e.g., multi-pass operations, better use the Screen('TransformTexture') command. It allows for complex operations to "
	"be applied and is more flexible.\n"
	"'specialFlags' optional argument: Allows to pass a couple of special flags to influence the drawing. The flags can be combined "
	"by mor() ing them together. A value of kPsychUseTextureMatrixForRotation will use a different mode of operation for drawing of "
	"rotated textures, where the drawn 'dstRect' texture rectangle is always upright, but texels are retrieved at rotated positions, "
	"as if the 'srcRect' rectangle would be rotated. If you set a value of kPsychDontDoRotation then the rotation angle will not be "
	"used to rotate the texture. Instead it will be passed to a bount texture shader (if any), which is free to interpret the "
	"'rotationAngle' parameters is it wants - e.g., to implement custom texture rotation."
	"\n\n"
	"'auxParameters' optional argument: If this is set as a vector with at least 4 components, and a multiple of four components, "
	"then these values are passed to a shader (if any is bound) as 'auxParameter0....n'. The current implementation supports at "
	"most 32 values per draw call. This is mostly useful when drawing procedural textures if one needs to pass more additional "
	"parameters to define the texture than can fit into other parameter fields. See 'help ProceduralShadingAPI' for more info. "
	"\n\n"
	"If you want to draw many textures to the same onscreen- or offscreen window, use the function Screen('DrawTextures'). "
	"It accepts the same arguments as this function, but is optimized to draw many textures in one call.";
	
	// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
	static char useString[] = "Screen('DrawTexture', windowPointer, texturePointer [,sourceRect] [,destinationRect] [,rotationAngle] [, filterMode] [, globalAlpha] [, modulateColor] [, textureShader] [, specialFlags] [, auxParameters]);";
	//                                               1              2                3             4                5                6              7				8					9				10				 11

	PsychWindowRecordType		*source, *target;
	PsychRectType			sourceRect, targetRect, tempRect;
	double rotationAngle = 0;   // Default rotation angle is zero deg. = upright.
	int filterMode = 1;         // Default filter mode is bilinear filtering.
	double globalAlpha = 1.0;   // Default global alpha is 1 == no effect.
	PsychColorType	color;
	int textureShader, backupShader;
	double*							auxParameters;
	int								numAuxParams, numAuxComponents, m, n, p;
	int specialFlags = 0;

    //all subfunctions should have these two lines.  
    PsychPushHelp(useString, synopsisString, seeAlsoString);
    if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
    
    //Get the window structure for the onscreen window.  It holds the onscreein GL context which we will need in the
    //final step when we copy the texture from system RAM onto the screen.
    PsychErrorExit(PsychCapNumInputArgs(11));   	
    PsychErrorExit(PsychRequireNumInputArgs(2)); 	
    PsychErrorExit(PsychCapNumOutputArgs(0)); 
	
    //Read in arguments
    PsychAllocInWindowRecordArg(1, kPsychArgRequired, &target);
    PsychAllocInWindowRecordArg(2, kPsychArgRequired, &source);
    if(source->windowType!=kPsychTexture) {
      PsychErrorExitMsg(PsychError_user, "The first argument supplied was a window pointer, not a texture pointer");
    }

    PsychCopyRect(sourceRect,source->clientrect);
    PsychCopyInRectArg(3, kPsychArgOptional, sourceRect);
    if (IsPsychRectEmpty(sourceRect)) return(PsychError_none);

    PsychCopyRect(tempRect, target->clientrect);    
    PsychCenterRectInRect(sourceRect, tempRect, targetRect);
    PsychCopyInRectArg(4, kPsychArgOptional, targetRect);
    if (IsPsychRectEmpty(targetRect)) return(PsychError_none);

    PsychCopyInDoubleArg(5, kPsychArgOptional, &rotationAngle);
    PsychCopyInIntegerArg(6, kPsychArgOptional, &filterMode);
    if (filterMode<0 || filterMode>3) {
        PsychErrorExitMsg(PsychError_user, "filterMode needs to be 0 for nearest neighbour filter, or 1 for bilinear filter, or 2 for mipmapped filter or 3 for mipmapped-linear filter.");    
    }

	// Copy in optional 'globalAlpha': We don't put restrictions on its valid range
	// anymore - That made sense for pure fixed function LDR rendering, but no longer
	// for HDR rendering or procedural shading.
    PsychCopyInDoubleArg(7, kPsychArgOptional, &globalAlpha);
    
    PsychSetDrawingTarget(target);
    PsychUpdateAlphaBlendingFactorLazily(target);
	
	if(PsychCopyInColorArg(8, kPsychArgOptional, &color)) {
		// set globalAlpha to DBL_MAX to signal that PsychBlitTexture() shouldn't
		// use this parameter and not set any modulate color, cause we do it.
		globalAlpha = DBL_MAX;
		
		// Setup global vertex color as modulate color for texture drawing:
		PsychCoerceColorMode(&color);
		// This call stores unclamped color in target->currentColor, as needed
		// if color is to be processed by some bound shader (procedural or filtershader)
		// inside PsychBlitTextureToDisplay():
		PsychConvertColorToDoubleVector(&color, target, (GLdouble*) &(target->currentColor));
		// Submit the same color to fixed function pipe attribute as well, in case no
		// shader is bound, or shader pulls from standard color attribute (we can't know yet):
		glColor4dv(target->currentColor);
	}

	// Assign optional override texture shader, if any provided:
	textureShader = -1;
    PsychCopyInIntegerArg(9, kPsychArgOptional, &textureShader);

	// Assign any other optional special flags:
    PsychCopyInIntegerArg(10, kPsychArgOptional, &specialFlags);
	
	// Set rotation mode flag for texture matrix rotation if secialFlags is set accordingly:
	if (specialFlags & kPsychUseTextureMatrixForRotation) source->specialflags|=kPsychUseTextureMatrixForRotation;
	// Set rotation mode flag for no fixed function pipeline rotation if secialFlags is set accordingly:
	if (specialFlags & kPsychDontDoRotation) source->specialflags|=kPsychDontDoRotation;

	// Optional auxParameters:
	auxParameters = NULL;
	m=n=p=0;
	if (PsychAllocInDoubleMatArg(11, kPsychArgOptional, &m, &n, &p, &auxParameters)) {
		if ((p!=1) || (m * n < 4) || (((m*n) % 4)!=0)) PsychErrorExitMsg(PsychError_user, "The 11th argument must be a vector of 'auxParameter' values with a multiple of 4 components.");
	}
	numAuxParams = m*n;
	target->auxShaderParamsCount = numAuxParams;

	// Pass auxParameters for current primitive in the auxShaderParams field.
	if (numAuxParams > 0) {
		target->auxShaderParams = auxParameters;
	}
	else {
		target->auxShaderParams = NULL;
	}
	
	if (textureShader > -1) {
		backupShader = source->textureFilterShader;
		source->textureFilterShader = -1 * textureShader;
		PsychBlitTextureToDisplay(source, target, sourceRect, targetRect, rotationAngle, filterMode, globalAlpha);	
		source->textureFilterShader = backupShader;
	}
	else {
		PsychBlitTextureToDisplay(source, target, sourceRect, targetRect, rotationAngle, filterMode, globalAlpha);	
	}
	
	// Reset rotation mode flag:
	source->specialflags &= ~(kPsychUseTextureMatrixForRotation | kPsychDontDoRotation);
	
	target->auxShaderParams = NULL;
	target->auxShaderParamsCount = 0;
	
    // Mark end of drawing op. This is needed for single buffered drawing:
    PsychFlushGL(target);

    return(PsychError_none);

}