/* PsychSetGLColor() Accept a Psych color structure and a depth value and call the appropriate variant of glColor. */ void PsychSetGLColor(PsychColorType *color, PsychWindowRecordType *windowRecord) { int numVals; numVals=PsychConvertColorToDoubleVector(color, windowRecord, (GLdouble*) &(windowRecord->currentColor)); if(numVals < 3 || numVals > 4) PsychErrorExitMsg(PsychError_internal, "Palette mode not yet implemented or illegal color specifier."); // Set the color in GL: if (windowRecord->defaultDrawShader) { // Drawshader color submission: HDRglColor4dv(windowRecord->currentColor); } else { // Fixed function pipe: if (PsychIsGLClassic(windowRecord)) { // OpenGL-1/2: glColor4dv(windowRecord->currentColor); } else { // OpenGL-ES 1.x: glColor4f() is only available function. glColor4f((float) windowRecord->currentColor[0], (float) windowRecord->currentColor[1], (float) windowRecord->currentColor[2], (float) windowRecord->currentColor[3]); PsychGLColor4f(windowRecord, (float) windowRecord->currentColor[0], (float) windowRecord->currentColor[1], (float) windowRecord->currentColor[2], (float) windowRecord->currentColor[3]); } } }
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. Values 2 or 3 select use of OpenGL mip-mapping for improved " "quality: 2 = Bilinear filtering for nearest mipmap level, 3 = Trilinear filtering across mipmap levels, 4 = Nearest neighbour " "filtering for nearest mipmap level, 5 = nearest neighbour filtering with linear interpolation between mipmap levels. Mipmap filtering is " "only supported for GL_TEXTURE_2D textures (see description of 'specialFlags' flag 1 below). A negative filterMode value will " "also use mip-mapping for fast drawing of blurred textures if the GL_TEXTURE_2D format is used: Mip-maps are essentially image " "resolution pyramids, the filterMode value selects a specific layer in that pyramid. A value of -1 draws the highest resolution " "layer, a value of -2 draws a half-resolution layer, a value of -3 draws a quarter resolution layer and so on. Each layer has " "half the resolution of the preceeding layer. This allows for very fast drawing of blurred or low-pass filtered images, e.g., for " "gaze-contingent displays. However, the filter function for downsampling is system dependent and may vary across graphics cards, " "although a box-filter is the most common type. If you need a well defined filter function, use a custom written GLSL shader " "instead, so you have full control over the mathematical properties of the downsampling function. This would incur a " "performance penalty.\n" "'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, m, n, p; psych_bool isclassic; 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"); } // Classic OpenGL-1/2? isclassic = PsychIsGLClassic(target); 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 > 5) { PsychErrorExitMsg(PsychError_user, "filterMode needs to be negative for a specific blur level, or at most 5 for other modes."); } // 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): if (isclassic) { glColor4dv(target->currentColor); } else { PsychGLColor4f(target, (float) target->currentColor[0], (float) target->currentColor[1], (float) target->currentColor[2], (float) target->currentColor[3]); } } // 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); }