# visual/GratingStim.js

    /**
     * Grating Stimulus.
     *
     * @author Nikita Agafonov
     * @version 2021.2.3
     * @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
     * @license Distributed under the terms of the MIT License
     */

    import * as PIXI from "pixi.js-legacy";
    import {AdjustmentFilter} from "@pixi/filter-adjustment";
    import { Color } from "../util/Color.js";
    import { to_pixiPoint } from "../util/Pixi.js";
    import * as util from "../util/Util.js";
    import { VisualStim } from "./VisualStim.js";
    import defaultQuadVert from "./shaders/defaultQuad.vert";
    import imageShader from "./shaders/imageShader.frag";
    import sinShader from "./shaders/sinShader.frag";
    import sqrShader from "./shaders/sqrShader.frag";
    import sawShader from "./shaders/sawShader.frag";
    import triShader from "./shaders/triShader.frag";
    import sinXsinShader from "./shaders/sinXsinShader.frag";
    import sqrXsqrShader from "./shaders/sqrXsqrShader.frag";
    import circleShader from "./shaders/circleShader.frag";
    import gaussShader from "./shaders/gaussShader.frag";
    import crossShader from "./shaders/crossShader.frag";
    import radRampShader from "./shaders/radRampShader.frag";
    import raisedCosShader from "./shaders/raisedCosShader.frag";

    /**
     * Grating Stimulus.
     *
     * @extends VisualStim
     */
    export class GratingStim extends VisualStim
    {
    	/**
    	 * An object that keeps shaders source code and default uniform values for them.
    	 * Shader source code is later used for construction of shader programs to create respective visual stimuli.
    	 *
    	 * @type {Object}
    	 * @property {Object} imageShader - Renders provided image with applied effects (coloring, phase, frequency).
    	 * @property {String} imageShader.shader - shader source code for the image based grating stimuli.
    	 * @property {Object} imageShader.uniforms - default uniforms for the image based shader.
    	 * @property {float} imageShader.uniforms.uFreq=1.0 - how much times image repeated within grating stimuli.
    	 * @property {float} imageShader.uniforms.uPhase=0.0 - offset of the image along X axis.
    	 * @property {float} imageShader.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} sin - Creates 2d sine wave image as if 1d sine graph was extended across Z axis and observed from above.
    	 * {@link https://en.wikipedia.org/wiki/Sine_wave}
    	 * @property {String} sin.shader - shader source code for the sine wave stimuli
    	 * @property {Object} sin.uniforms - default uniforms for sine wave shader
    	 * @property {float} sin.uniforms.uFreq=1.0 - frequency of sine wave.
    	 * @property {float} sin.uniforms.uPhase=0.0 - phase of sine wave.
    	 * @property {float} sin.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} sqr - Creates 2d square wave image as if 1d square graph was extended across Z axis and observed from above.
    	 * {@link https://en.wikipedia.org/wiki/Square_wave}
    	 * @property {String} sqr.shader - shader source code for the square wave stimuli
    	 * @property {Object} sqr.uniforms - default uniforms for square wave shader
    	 * @property {float} sqr.uniforms.uFreq=1.0 - frequency of square wave.
    	 * @property {float} sqr.uniforms.uPhase=0.0 - phase of square wave.
    	 * @property {float} sqr.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} saw - Creates 2d sawtooth wave image as if 1d sawtooth graph was extended across Z axis and observed from above.
    	 * {@link https://en.wikipedia.org/wiki/Sawtooth_wave}
    	 * @property {String} saw.shader - shader source code for the sawtooth wave stimuli
    	 * @property {Object} saw.uniforms - default uniforms for sawtooth wave shader
    	 * @property {float} saw.uniforms.uFreq=1.0 - frequency of sawtooth wave.
    	 * @property {float} saw.uniforms.uPhase=0.0 - phase of sawtooth wave.
    	 * @property {float} saw.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} tri - Creates 2d triangle wave image as if 1d triangle graph was extended across Z axis and observed from above.
    	 * {@link https://en.wikipedia.org/wiki/Triangle_wave}
    	 * @property {String} tri.shader - shader source code for the triangle wave stimuli
    	 * @property {Object} tri.uniforms - default uniforms for triangle wave shader
    	 * @property {float} tri.uniforms.uFreq=1.0 - frequency of triangle wave.
    	 * @property {float} tri.uniforms.uPhase=0.0 - phase of triangle wave.
    	 * @property {float} tri.uniforms.uPeriod=1.0 - period of triangle wave.
    	 * @property {float} tri.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} sinXsin - Creates an image of two 2d sine waves multiplied with each other.
    	 * {@link https://en.wikipedia.org/wiki/Sine_wave}
    	 * @property {String} sinXsin.shader - shader source code for the two multiplied sine waves stimuli
    	 * @property {Object} sinXsin.uniforms - default uniforms for shader
    	 * @property {float} sinXsin.uniforms.uFreq=1.0 - frequency of sine wave (both of them).
    	 * @property {float} sinXsin.uniforms.uPhase=0.0 - phase of sine wave (both of them).
    	 * @property {float} sinXsin.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} sqrXsqr - Creates an image of two 2d square waves multiplied with each other.
    	 * {@link https://en.wikipedia.org/wiki/Square_wave}
    	 * @property {String} sqrXsqr.shader - shader source code for the two multiplied sine waves stimuli
    	 * @property {Object} sqrXsqr.uniforms - default uniforms for shader
    	 * @property {float} sqrXsqr.uniforms.uFreq=1.0 - frequency of sine wave (both of them).
    	 * @property {float} sqrXsqr.uniforms.uPhase=0.0 - phase of sine wave (both of them).
    	 * @property {float} sqrXsqr.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} circle - Creates a filled circle shape with sharp edges.
    	 * @property {String} circle.shader - shader source code for filled circle.
    	 * @property {Object} circle.uniforms - default uniforms for shader.
    	 * @property {float} circle.uniforms.uRadius=1.0 - Radius of the circle. Ranges [0.0, 1.0], where 0.0 is circle so tiny it results in empty stim
    	 * and 1.0 is circle that spans from edge to edge of the stim.
    	 * @property {float} circle.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} gauss - Creates a 2d Gaussian image as if 1d Gaussian graph was rotated arount Y axis and observed from above.
    	 * {@link https://en.wikipedia.org/wiki/Gaussian_function}
    	 * @property {String} gauss.shader - shader source code for Gaussian shader
    	 * @property {Object} gauss.uniforms - default uniforms for shader
    	 * @property {float} gauss.uniforms.uA=1.0 - A constant for gaussian formula (see link).
    	 * @property {float} gauss.uniforms.uB=0.0 - B constant for gaussian formula (see link).
    	 * @property {float} gauss.uniforms.uC=0.16 - C constant for gaussian formula (see link).
    	 * @property {float} gauss.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} cross - Creates a filled cross shape with sharp edges.
    	 * @property {String} cross.shader - shader source code for cross shader
    	 * @property {Object} cross.uniforms - default uniforms for shader
    	 * @property {float} cross.uniforms.uThickness=0.2 - Thickness of the cross. Ranges [0.0, 1.0], where 0.0 thickness makes a cross so thin it becomes
    	 * invisible and results in an empty stim and 1.0 makes it so thick it fills the entire stim.
    	 * @property {float} cross.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} radRamp - Creates 2d radial ramp image.
    	 * @property {String} radRamp.shader - shader source code for radial ramp shader
    	 * @property {Object} radRamp.uniforms - default uniforms for shader
    	 * @property {float} radRamp.uniforms.uSqueeze=1.0 - coefficient that helps to modify size of the ramp. Ranges [0.0, Infinity], where 0.0 results in ramp being so large
    	 * it fills the entire stim and Infinity makes it so tiny it's invisible.
    	 * @property {float} radRamp.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 *
    	 * @property {Object} raisedCos - Creates 2d raised-cosine image as if 1d raised-cosine graph was rotated around Y axis and observed from above.
    	 * {@link https://en.wikipedia.org/wiki/Raised-cosine_filter}
    	 * @property {String} raisedCos.shader - shader source code for raised-cosine shader
    	 * @property {Object} raisedCos.uniforms - default uniforms for shader
    	 * @property {float} raisedCos.uniforms.uBeta=0.25 - roll-off factor (see link).
    	 * @property {float} raisedCos.uniforms.uPeriod=0.625 - reciprocal of the symbol-rate (see link).
    	 * @property {float} raisedCos.uniforms.uAlpha=1.0 - value of the alpha channel.
    	 */
    	static #SHADERS = {
    		imageShader: {
    			shader: imageShader,
    			uniforms: {
    				uFreq: 1.0,
    				uPhase: 0.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		sin: {
    			shader: sinShader,
    			uniforms: {
    				uFreq: 1.0,
    				uPhase: 0.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		sqr: {
    			shader: sqrShader,
    			uniforms: {
    				uFreq: 1.0,
    				uPhase: 0.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		saw: {
    			shader: sawShader,
    			uniforms: {
    				uFreq: 1.0,
    				uPhase: 0.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		tri: {
    			shader: triShader,
    			uniforms: {
    				uFreq: 1.0,
    				uPhase: 0.0,
    				uPeriod: 1.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		sinXsin: {
    			shader: sinXsinShader,
    			uniforms: {
    				uFreq: 1.0,
    				uPhase: 0.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		sqrXsqr: {
    			shader: sqrXsqrShader,
    			uniforms: {
    				uFreq: 1.0,
    				uPhase: 0.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		circle: {
    			shader: circleShader,
    			uniforms: {
    				uRadius: 1.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		gauss: {
    			shader: gaussShader,
    			uniforms: {
    				uA: 1.0,
    				uB: 0.0,
    				uC: 0.16,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		cross: {
    			shader: crossShader,
    			uniforms: {
    				uThickness: 0.2,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		radRamp: {
    			shader: radRampShader,
    			uniforms: {
    				uSqueeze: 1.0,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		},
    		raisedCos: {
    			shader: raisedCosShader,
    			uniforms: {
    				uBeta: 0.25,
    				uPeriod: 0.625,
    				uColor: [1., 1., 1.],
    				uAlpha: 1.0
    			}
    		}
    	};

    	/**
    	 * Default size of the Grating Stimuli in pixels.
    	 *
    	 * @type {Array}
    	 * @default [256, 256]
    	 */
    	static #DEFAULT_STIM_SIZE_PX = [256, 256]; // in pixels

    	static #BLEND_MODES_MAP = {
    		avg: PIXI.BLEND_MODES.NORMAL,
    		add: PIXI.BLEND_MODES.ADD,
    		mul: PIXI.BLEND_MODES.MULTIPLY,
    		screen: PIXI.BLEND_MODES.SCREEN
    	};

    	/**
    	 * @memberOf module:visual
    	 * @param {Object} options
    	 * @param {String} options.name - the name used when logging messages from this stimulus
    	 * @param {Window} options.win - the associated Window
    	 * @param {String | HTMLImageElement} [options.tex="sin"] - the name of the predefined grating texture or image resource or the HTMLImageElement corresponding to the texture
    	 * @param {String | HTMLImageElement} [options.mask] - the name of the mask resource or HTMLImageElement corresponding to the mask
    	 * @param {String} [options.units= "norm"] - the units of the stimulus (e.g. for size, position, vertices)
    	 * @param {number} [options.sf=1.0] - spatial frequency of the function used in grating stimulus
    	 * @param {number} [options.phase=0.0] - phase of the function used in grating stimulus, multiples of period of that function
    	 * @param {Array.<number>} [options.pos= [0, 0]] - the position of the center of the stimulus
    	 * @param {number} [options.ori= 0.0] - the orientation (in degrees)
    	 * @param {number} [options.size] - the size of the rendered image (DEFAULT_STIM_SIZE_PX will be used if size is not specified)
    	 * @param {Color} [options.color= "white"] - Foreground color of the stimulus. Can be String like "red" or "#ff0000" or Number like 0xff0000.
    	 * @param {number} [options.opacity= 1.0] - Set the opacity of the stimulus. Determines how visible the stimulus is relative to background.
    	 * @param {number} [options.contrast= 1.0] - Set the contrast of the stimulus, i.e. scales how far the stimulus deviates from the middle grey. Ranges [-1, 1].
    	 * @param {number} [options.depth= 0] - the depth (i.e. the z order)
    	 * @param {boolean} [options.interpolate= false] - Whether to interpolate (linearly) the texture in the stimulus. Currently supports only image based gratings.
    	 * @param {String} [options.blendmode= "avg"] - blend mode of the stimulus, determines how the stimulus is blended with the background. Supported values: "avg", "add", "mul", "screen".
    	 * @param {boolean} [options.autoDraw= false] - whether or not the stimulus should be automatically drawn on every frame flip
    	 * @param {boolean} [options.autoLog= false] - whether or not to log
    	 */
    	constructor({
    		name,
    		tex = "sin",
    		win,
    		mask,
    		pos,
    		units,
    		sf = 1.0,
    		ori,
    		phase,
    		size,
    		color,
    		colorSpace,
    		opacity,
    		contrast = 1,
    		depth,
    		interpolate,
    		blendmode,
    		autoDraw,
    		autoLog,
    		maskParams
    	} = {})
    	{
    		super({ name, win, units, ori, opacity, depth, pos, size, autoDraw, autoLog });

    		this._adjustmentFilter = new AdjustmentFilter({
    			contrast
    		});
    		this._addAttribute("tex", tex);
    		this._addAttribute("mask", mask);
    		this._addAttribute("SF", sf, GratingStim.#SHADERS[tex] ? GratingStim.#SHADERS[tex].uniforms.uFreq || 1.0 : 1.0);
    		this._addAttribute("phase", phase, GratingStim.#SHADERS[tex] ? GratingStim.#SHADERS[tex].uniforms.uPhase || 0.0 : 0.0);
    		this._addAttribute("color", color, "white");
    		this._addAttribute("colorSpace", colorSpace, "RGB");
    		this._addAttribute("contrast", contrast, 1.0, () => {
    			this._adjustmentFilter.contrast = this._contrast;
    		});
    		this._addAttribute("blendmode", blendmode, "avg");
    		this._addAttribute("interpolate", interpolate, false);

    		// estimate the bounding box:
    		this._estimateBoundingBox();

    		if (this._autoLog)
    		{
    			this._psychoJS.experimentLogger.exp(`Created ${this.name} = ${this.toString()}`);
    		}

    		if (!Array.isArray(this.size) || this.size.length === 0) {
    			this.size = util.to_unit(GratingStim.#DEFAULT_STIM_SIZE_PX, "pix", this.win, this.units);
    		}
    		this._size_px = util.to_px(this.size, this.units, this.win);
    	}

    	/**
    	 * Setter for the tex attribute.
    	 *
    	 * @param {HTMLImageElement | string} tex - the name of built in shader function or name of the image resource or HTMLImageElement corresponding to the image
    	 * @param {boolean} [log= false] - whether of not to log
    	 */
    	setTex(tex, log = false)
    	{
    		const response = {
    			origin: "GratingStim.setTex",
    			context: "when setting the tex of GratingStim: " + this._name,
    		};

    		try
    		{
    			let hasChanged = false;

    			// tex is undefined: that's fine but we raise a warning in case this is a symptom of an actual problem
    			if (typeof tex === "undefined")
    			{
    				this.psychoJS.logger.warn("setting the tex of GratingStim: " + this._name + " with argument: undefined.");
    				this.psychoJS.logger.debug("set the tex of GratingStim: " + this._name + " as: undefined");
    			}
    			else if (GratingStim.#SHADERS[tex] !== undefined)
    			{
    				// tex is a string and it is one of predefined functions available in shaders
    				this.psychoJS.logger.debug("the tex is one of predefined functions. Set the tex of GratingStim: " + this._name + " as: " + tex);
    				const curFuncName = this.getTex();
    				hasChanged = curFuncName ? curFuncName !== tex : true;
    			}
    			else
    			{
    				// tex is a string: it should be the name of a resource, which we load
    				if (typeof tex === "string")
    				{
    					tex = this.psychoJS.serverManager.getResource(tex);
    				}

    				// tex should now be an actual HTMLImageElement: we raise an error if it is not
    				if (!(tex instanceof HTMLImageElement))
    				{
    					throw "the argument: " + tex.toString() + " is not an image\" }";
    				}

    				this.psychoJS.logger.debug("set the tex of GratingStim: " + this._name + " as: src= " + tex.src + ", size= " + tex.width + "x" + tex.height);
    				const existingImage = this.getTex();
    				hasChanged = existingImage ? existingImage.src !== tex.src : true;
    			}

    			this._setAttribute("tex", tex, log);

    			if (hasChanged)
    			{
    				this._onChange(true, true)();
    			}
    		}
    		catch (error)
    		{
    			throw Object.assign(response, { error });
    		}
    	}

    	/**
    	 * Setter for the mask attribute.
    	 *
    	 * @param {HTMLImageElement | string} mask - the name of the mask resource or HTMLImageElement corresponding to the mask
    	 * @param {boolean} [log= false] - whether of not to log
    	 */
    	setMask(mask, log = false)
    	{
    		const response = {
    			origin: "GratingStim.setMask",
    			context: "when setting the mask of GratingStim: " + this._name,
    		};

    		try
    		{
    			// mask is undefined: that's fine but we raise a warning in case this is a sympton of an actual problem
    			if (typeof mask === "undefined")
    			{
    				this.psychoJS.logger.warn("setting the mask of GratingStim: " + this._name + " with argument: undefined.");
    				this.psychoJS.logger.debug("set the mask of GratingStim: " + this._name + " as: undefined");
    			}
    			else if (GratingStim.#SHADERS[mask] !== undefined)
    			{
    				// mask is a string and it is one of predefined functions available in shaders
    				this.psychoJS.logger.debug("the mask is one of predefined functions. Set the mask of GratingStim: " + this._name + " as: " + mask);
    			}
    			else
    			{
    				// mask is a string: it should be the name of a resource, which we load
    				if (typeof mask === "string")
    				{
    					mask = this.psychoJS.serverManager.getResource(mask);
    				}

    				// mask should now be an actual HTMLImageElement: we raise an error if it is not
    				if (!(mask instanceof HTMLImageElement))
    				{
    					throw "the argument: " + mask.toString() + " is not an image\" }";
    				}

    				this.psychoJS.logger.debug("set the mask of GratingStim: " + this._name + " as: src= " + mask.src + ", size= " + mask.width + "x" + mask.height);
    			}

    			this._setAttribute("mask", mask, log);

    			this._onChange(true, false)();
    		}
    		catch (error)
    		{
    			throw Object.assign(response, { error });
    		}
    	}

    	/**
    	 * Get the size of the display image, which is either that of the GratingStim or that of the image
    	 * it contains.
    	 *
    	 * @protected
    	 * @return {number[]} the size of the displayed image
    	 */
    	_getDisplaySize()
    	{
    		let displaySize = this.size;

    		if (typeof displaySize === "undefined")
    		{
    			// use the size of the pixi element, if we have access to it:
    			if (typeof this._pixi !== "undefined" && this._pixi.width > 0)
    			{
    				const pixiContainerSize = [this._pixi.width, this._pixi.height];
    				displaySize = util.to_unit(pixiContainerSize, "pix", this.win, this.units);
    			}
    		}

    		return displaySize;
    	}

    	/**
    	 * Estimate the bounding box.
    	 *
    	 * @override
    	 * @protected
    	 */
    	_estimateBoundingBox()
    	{
    		const size = this._getDisplaySize();
    		if (typeof size !== "undefined")
    		{
    			this._boundingBox = new PIXI.Rectangle(
    				this._pos[0] - size[0] / 2,
    				this._pos[1] - size[1] / 2,
    				size[0],
    				size[1],
    			);
    		}

    		// TODO take the orientation into account
    	}

    	/**
    	 * Generate PIXI.Mesh object based on provided shader function name and uniforms.
    	 *
    	 * @protected
    	 * @param {String} shaderName - name of the shader. Must be one of the SHADERS
    	 * @param {Object} uniforms - a set of uniforms to supply to the shader. Mixed together with default uniform values.
    	 * @return {Pixi.Mesh} Pixi.Mesh object that represents shader and later added to the scene.
    	 */
    	_getPixiMeshFromPredefinedShaders (shaderName = "", uniforms = {}) {
    		const geometry = new PIXI.Geometry();
    		geometry.addAttribute(
    			"aVertexPosition",
    			[
    				0, 0,
    				this._size_px[0], 0,
    				this._size_px[0], this._size_px[1],
    				0, this._size_px[1]
    			],
    			2
    		);
    		geometry.addAttribute(
    			"aUvs",
    			[0, 0, 1, 0, 1, 1, 0, 1],
    			2
    		);
    		geometry.addIndex([0, 1, 2, 0, 2, 3]);
    		const vertexSrc = defaultQuadVert;
    		const fragmentSrc = GratingStim.#SHADERS[shaderName].shader;
    		const uniformsFinal = Object.assign({}, GratingStim.#SHADERS[shaderName].uniforms, uniforms);
    		const shader = PIXI.Shader.from(vertexSrc, fragmentSrc, uniformsFinal);
    		return new PIXI.Mesh(geometry, shader);
    	}

    	/**
    	 * Set phase value for the function.
    	 *
    	 * @param {number} phase - phase value
    	 * @param {boolean} [log= false] - whether of not to log
    	 */
    	setPhase (phase, log = false) {
    		this._setAttribute("phase", phase, log);
    		if (this._pixi instanceof PIXI.Mesh) {
    			this._pixi.shader.uniforms.uPhase = -phase;
    		}
    	}

    	/**
    	 * Set color space value for the grating stimulus.
    	 *
    	 * @param {String} colorSpaceVal - color space value
    	 * @param {boolean} [log= false] - whether of not to log
    	 */
    	setColorSpace (colorSpaceVal = "RGB", log = false) {
    		let colorSpaceValU = colorSpaceVal.toUpperCase();
    		if (Color.COLOR_SPACE[colorSpaceValU] === undefined) {
    			colorSpaceValU = "RGB";
    		}
    		const hasChanged = this._setAttribute("colorSpace", colorSpaceValU, log);
    		if (hasChanged) {
    			this.setColor(this._color);
    		}
    	}

    	/**
    	 * Set foreground color value for the grating stimulus.
    	 *
    	 * @param {Color} colorVal - color value, can be String like "red" or "#ff0000" or Number like 0xff0000.
    	 * @param {boolean} [log= false] - whether of not to log
    	 */
    	setColor (colorVal = "white", log = false) {
    		const colorObj = (colorVal instanceof Color) ? colorVal : new Color(colorVal, Color.COLOR_SPACE[this._colorSpace])
    		this._setAttribute("color", colorObj, log);
    		if (this._pixi instanceof PIXI.Mesh) {
    			this._pixi.shader.uniforms.uColor = colorObj.rgbFull;
    		}
    	}

    	/**
    	 * Determines how visible the stimulus is relative to background.
    	 *
    	 * @param {number} [opacity=1] opacity - The value should be a single float ranging 1.0 (opaque) to 0.0 (transparent).
    	 * @param {boolean} [log= false] - whether of not to log
    	 */
    	setOpacity (opacity = 1, log = false) {
    		this._setAttribute("opacity", opacity, log);
    		if (this._pixi instanceof PIXI.Mesh) {
    			this._pixi.shader.uniforms.uAlpha = opacity;
    		}
    	}

    	/**
    	 * Set spatial frequency value for the function.
    	 *
    	 * @param {number} sf - spatial frequency value
    	 * @param {boolean} [log=false] - whether or not to log
    	 */
    	setSF (sf, log = false) {
    		this._setAttribute("SF", sf, log);
    		if (this._pixi instanceof PIXI.Mesh) {
    			this._pixi.shader.uniforms.uFreq = sf;
    		}
    	}

    	/**
    	 * Set blend mode of the grating stimulus.
    	 *
    	 * @param {String} blendMode - blend mode, can be one of the following: ["avg", "add", "mul", "screen"].
    	 * @param {boolean} [log=false] - whether or not to log
    	 */
    	setBlendmode (blendMode = "avg", log = false) {
    		this._setAttribute("blendmode", blendMode, log);
    		if (this._pixi !== undefined) {
    			let pixiBlendMode = GratingStim.#BLEND_MODES_MAP[blendMode];
    			if (pixiBlendMode === undefined) {
    				pixiBlendMode = PIXI.BLEND_MODES.NORMAL;
    			}
    			if (this._pixi.filters) {
    				this._pixi.filters[this._pixi.filters.length - 1].blendMode = pixiBlendMode;
    			} else {
    				this._pixi.blendMode = pixiBlendMode;
    			}
    		}
    	}

    	/**
    	 * Whether to interpolate (linearly) the texture in the stimulus.
    	 *
    	 * @param {boolean} interpolate - interpolate or not.
    	 * @param {boolean} [log=false] - whether or not to log
    	 */
    	setInterpolate (interpolate = false, log = false) {
    		this._setAttribute("interpolate", interpolate, log);
    		if (this._pixi instanceof PIXI.Mesh && this._pixi.shader.uniforms.uTex instanceof PIXI.Texture) {
    			this._pixi.shader.uniforms.uTex.baseTexture.scaleMode = interpolate ? PIXI.SCALE_MODES.LINEAR : PIXI.SCALE_MODES.NEAREST;
    			this._pixi.shader.uniforms.uTex.baseTexture.update();
    		}
    	}

    	/**
    	 * Update the stimulus, if necessary.
    	 *
    	 * @protected
    	 */
    	_updateIfNeeded()
    	{
    		if (!this._needUpdate)
    		{
    			return;
    		}
    		this._needUpdate = false;

    		// update the PIXI representation, if need be:
    		if (this._needPixiUpdate)
    		{
    			this._needPixiUpdate = false;
    			let shaderName;
    			let shaderUniforms;
    			let currentUniforms = {};
    			if (typeof this._pixi !== "undefined")
    			{
    				if (this._pixi instanceof PIXI.Mesh) {
    					Object.assign(currentUniforms, this._pixi.shader.uniforms);
    				}
    				this._pixi.destroy(true);
    			}
    			this._pixi = undefined;

    			// no image to draw: return immediately
    			if (typeof this._tex === "undefined")
    			{
    				return;
    			}

    			if (this._tex instanceof HTMLImageElement)
    			{
    				// Not using PIXI.Texture.from() on purpose, as it caches both PIXI.Texture and PIXI.BaseTexture.
    				// As a result of that we can have multiple GratingStim instances using same PIXI.BaseTexture,
    				// thus changing texture related properties like interpolation, or calling _pixi.destroy(true)
    				// will affect all GratingStims who happen to share that BaseTexture.
    				shaderName = "imageShader";
    				let shaderTex = new PIXI.Texture(new PIXI.BaseTexture(this._tex, {
    					wrapMode: PIXI.WRAP_MODES.REPEAT,
    					scaleMode: this._interpolate ? PIXI.SCALE_MODES.LINEAR : PIXI.SCALE_MODES.NEAREST
    				}));
    				shaderUniforms = {
    					uTex: shaderTex,
    					uFreq: this._SF,
    					uPhase: this._phase,
    					uColor: this._color.rgbFull
    				};
    			}
    			else
    			{
    				shaderName = this._tex;
    				shaderUniforms = {
    					uFreq: this._SF,
    					uPhase: this._phase,
    					uColor: this._color.rgbFull
    				};
    			}
    			this._pixi = this._getPixiMeshFromPredefinedShaders(shaderName, Object.assign(shaderUniforms, currentUniforms));
    			this._pixi.pivot.set(this._pixi.width * 0.5, this._pixi.width * 0.5);
    			this._pixi.filters = [this._adjustmentFilter];

    			// add a mask if need be:
    			if (typeof this._mask !== "undefined")
    			{
    				if (this._mask instanceof HTMLImageElement)
    				{
    					// Building new PIXI.BaseTexture each time we create a mask. See notes on shader texture creation above.
    					this._pixi.mask = PIXI.Sprite.from(new PIXI.Texture(new PIXI.BaseTexture(this._mask)));
    					this._pixi.mask.width = this._size_px[0];
    					this._pixi.mask.height = this._size_px[1];
    					this._pixi.addChild(this._pixi.mask);
    				}
    				else
    				{
    					// for some reason setting PIXI.Mesh as .mask doesn't do anything,
    					// rendering mask to texture for further use.
    					const maskMesh = this._getPixiMeshFromPredefinedShaders(this._mask);
    					const rt = PIXI.RenderTexture.create({
    						width: this._size_px[0],
    						height: this._size_px[1]
    					});
    					this.win._renderer.render(maskMesh, {
    						renderTexture: rt
    					});
    					const maskSprite = new PIXI.Sprite.from(rt);
    					this._pixi.mask = maskSprite;
    					this._pixi.addChild(maskSprite);
    				}
    			}

    			// since _pixi.width may not be immediately available but the rest of the code needs its value
    			// we arrange for repeated calls to _updateIfNeeded until we have a width:
    			if (this._pixi.width === 0)
    			{
    				this._needUpdate = true;
    				this._needPixiUpdate = true;
    				return;
    			}
    		}

    		this._pixi.zIndex = -this._depth;
    		this.opacity = this._opacity;

    		// set the scale:
    		const displaySize = this._getDisplaySize();
    		this._size_px = util.to_px(displaySize, this.units, this.win);
    		const scaleX = this._size_px[0] / this._pixi.width;
    		const scaleY = this._size_px[1] / this._pixi.height;
    		this._pixi.scale.x = this.flipHoriz ? -scaleX : scaleX;
    		this._pixi.scale.y = this.flipVert ? scaleY : -scaleY;

    		// set the position, rotation, and anchor (image centered on pos):
    		let pos = to_pixiPoint(this.pos, this.units, this.win);
    		this._pixi.position.set(pos.x, pos.y);
    		this._pixi.rotation = -this.ori * Math.PI / 180;

    		// re-estimate the bounding box, as the texture's width may now be available:
    		this._estimateBoundingBox();
    	}
    }