void box(int ox, int oy, int ww, int wh) { float x[2],vertexcolor[3]; vertexcolor[0] = 1.0; vertexcolor[1] = 1.0; vertexcolor[2] = 1.0; mycolor(vertexcolor); glBegin(GL_POLYGON); x[0] = ox; x[1] = oy; myvx(x); x[0] = ox+ww-1; vertexcolor[0] = 0; vertexcolor[1] = 1; vertexcolor[2] = 0; mycolor(vertexcolor); myvx(x); x[1] = oy+wh -1; myvx(x); x[0] = ox; myvx(x); glEnd(); }
void flatbox(int ox, int oy, int ww, int wh) { short x[2],vertexcolor[3]; glBegin(GL_POLYGON); x[0] = ox; x[1] = oy; myvx(x); x[0] = ox+ww-1; myvx(x); x[1] = oy+wh -1; myvx(x); x[0] = ox; myvx(x); glEnd(); }
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; } }