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rebasing branches

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lgtst 2022-03-21 23:28:54 +03:00
parent cb7b0617b6
commit 5baa60dbee
15 changed files with 403 additions and 177 deletions

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@ -29,9 +29,9 @@
<pre class="prettyprint source linenums"><code>/**
* Grating Stimulus.
*
* @author Alain Pitiot
* @author Alain Pitiot, Nikita Agafonov
* @version 2021.2.0
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2021 Open Science Tools Ltd. (https://opensciencetools.org)
* @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
*/
@ -54,7 +54,6 @@ import crossShader from "./shaders/crossShader.frag";
import radRampShader from "./shaders/radRampShader.frag";
import raisedCosShader from "./shaders/raisedCosShader.frag";
/**
* Grating Stimulus.
*
@ -65,51 +64,108 @@ import raisedCosShader from "./shaders/raisedCosShader.frag";
* @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.image - the name of the image resource or the HTMLImageElement corresponding to the image
* @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 {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=1.0] - phase of the function used in grating stimulus
* @param {Array.&lt;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 (the size of the image will be used if size is not specified)
* @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"] the background color
* @param {number} [options.opacity= 1.0] - the opacity
* @param {number} [options.contrast= 1.0] - the contrast
* @param {number} [options.depth= 0] - the depth (i.e. the z order)
* @param {number} [options.texRes= 128] - the resolution of the text
* @param {boolean} [options.interpolate= false] - whether or not the image is interpolated
* @param {boolean} [options.interpolate= false] - whether or not the image is interpolated. NOT IMPLEMENTED YET.
* @param {String} [options.blendmode= 'avg'] - blend mode of the stimulus, determines how the stimulus is blended with the background. NOT IMPLEMENTED YET.
* @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
*/
export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
{
// win,
// tex="sin",
// mask="none",
// units="",
// pos=(0.0, 0.0),
// size=None,
// sf=None,
// ori=0.0,
// phase=(0.0, 0.0),
// texRes=128,
// rgb=None,
// dkl=None,
// lms=None,
// color=(1.0, 1.0, 1.0),
// colorSpace='rgb',
// contrast=1.0,
// opacity=None,
// depth=0,
// rgbPedestal=(0.0, 0.0, 0.0),
// interpolate=False,
// blendmode='avg',
// name=None,
// autoLog=None,
// autoDraw=False,
// maskParams=None)
static #DEFINED_FUNCTIONS = {
/**
* 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.
* @name module:visual.GratingStim.#SHADERS
* @type {Object}
* @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 {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 {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 {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 {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 {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 {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 {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 {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 {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 {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).
*/
static #SHADERS = {
sin: {
shader: sinShader,
uniforms: {
@ -142,7 +198,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
sinXsin: {
shader: sinXsinShader,
uniforms: {
uFreq: 1.0,
uPhase: 0.0
}
},
sqrXsqr: {
@ -155,7 +212,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
circle: {
shader: circleShader,
uniforms: {
uRadius: 1.0
}
},
gauss: {
@ -169,24 +226,30 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
cross: {
shader: crossShader,
uniforms: {
uThickness: 0.1
uThickness: 0.2
}
},
radRamp: {
shader: radRampShader,
uniforms: {
uSqueeze: 1.0
}
},
raisedCos: {
shader: raisedCosShader,
uniforms: {
uBeta: 0.25,
uPeriod: 1.0
uPeriod: 0.625
}
}
};
/**
* Default size of the Grating Stimuli in pixels.
* @name module:visual.GratingStim.#DEFAULT_STIM_SIZE_PX
* @type {Array}
* @default [256, 256]
*/
static #DEFAULT_STIM_SIZE_PX = [256, 256]; // in pixels
constructor({
@ -196,20 +259,15 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
mask,
pos,
units,
spatialFrequency = 1.,
sf = 1.0,
ori,
phase,
size,
rgb,
dkl,
lms,
color,
colorSpace,
opacity,
contrast,
texRes,
depth,
rgbPedestal,
interpolate,
blendmode,
autoDraw,
@ -228,14 +286,14 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
mask,
);
this._addAttribute(
"spatialFrequency",
spatialFrequency,
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uFreq || 1.0
"SF",
sf,
GratingStim.#SHADERS[tex] ? GratingStim.#SHADERS[tex].uniforms.uFreq || 1.0 : 1.0
);
this._addAttribute(
"phase",
phase,
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uPhase || 0.0
GratingStim.#SHADERS[tex] ? GratingStim.#SHADERS[tex].uniforms.uPhase || 0.0 : 0.0
);
this._addAttribute(
"color",
@ -249,12 +307,6 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
1.0,
this._onChange(true, false),
);
this._addAttribute(
"texRes",
texRes,
128,
this._onChange(true, false),
);
this._addAttribute(
"interpolate",
interpolate,
@ -277,11 +329,11 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
}
/**
* Setter for the image attribute.
* Setter for the tex attribute.
*
* @name module:visual.GratingStim#setImage
* @name module:visual.GratingStim#setTex
* @public
* @param {HTMLImageElement | string} image - the name of the image resource or HTMLImageElement corresponding to the image
* @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)
@ -301,7 +353,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
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.#DEFINED_FUNCTIONS[tex] !== 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);
@ -363,7 +415,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
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.#DEFINED_FUNCTIONS[mask] !== 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);
@ -449,8 +501,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
*
* @name module:visual.GratingStim#_getPixiMeshFromPredefinedShaders
* @function
* @private
* @param {String} funcName - name of the shader function. Must be one of the DEFINED_FUNCTIONS
* @protected
* @param {String} funcName - name of the shader function. 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.
*/
@ -473,8 +525,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
);
geometry.addIndex([0, 1, 2, 0, 2, 3]);
const vertexSrc = defaultQuadVert;
const fragmentSrc = GratingStim.#DEFINED_FUNCTIONS[funcName].shader;
const uniformsFinal = Object.assign({}, GratingStim.#DEFINED_FUNCTIONS[funcName].uniforms, uniforms);
const fragmentSrc = GratingStim.#SHADERS[funcName].shader;
const uniformsFinal = Object.assign({}, GratingStim.#SHADERS[funcName].uniforms, uniforms);
const shader = PIXI.Shader.from(vertexSrc, fragmentSrc, uniformsFinal);
return new PIXI.Mesh(geometry, shader);
}
@ -499,19 +551,22 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
/**
* Set spatial frequency value for the function.
*
* @name module:visual.GratingStim#setPhase
* @name module:visual.GratingStim#setSF
* @public
* @param {number} sf - spatial frequency value
* @param {boolean} [log= false] - whether of not to log
* @param {boolean} [log=false] - whether or not to log
*/
setSpatialFrequency (sf, log = false) {
this._setAttribute("spatialFrequency", sf, log);
setSF (sf, log = false) {
this._setAttribute("SF", sf, log);
if (this._pixi instanceof PIXI.Mesh) {
this._pixi.shader.uniforms.uFreq = sf;
} else if (this._pixi instanceof PIXI.TilingSprite) {
// tileScale units are pixels, so converting function frequency to pixels
// and also taking into account possible size difference between used texture and requested stim size
this._pixi.tileScale.x = (1 / sf) * (this._pixi.width / this._pixi.texture.width);
// since most functions defined in SHADERS assume spatial frequency change along X axis
// we assume desired effect for image based stims to be the same so tileScale.y is not affected by spatialFrequency
this._pixi.tileScale.y = this._pixi.height / this._pixi.texture.height;
}
}
@ -552,16 +607,16 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
height: this._size_px[1]
});
this.setPhase(this._phase);
this.setSpatialFrequency(this._spatialFrequency);
this.setSF(this._SF);
}
else
{
this._pixi = this._getPixiMeshFromPredefinedShaders(this._tex, {
uFreq: this._spatialFrequency,
uFreq: this._SF,
uPhase: this._phase
});
}
this._pixi.pivot.set(this._pixi.width * .5, this._pixi.width * .5);
this._pixi.pivot.set(this._pixi.width * 0.5, this._pixi.width * 0.5);
// add a mask if need be:
if (typeof this._mask !== "undefined")
@ -569,6 +624,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
if (this._mask instanceof HTMLImageElement)
{
this._pixi.mask = PIXI.Sprite.from(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
@ -635,7 +692,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
<br class="clear">
<footer>
Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.7</a> on Wed Mar 02 2022 20:43:58 GMT+0300 (Moscow Standard Time)
Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.7</a> on Mon Mar 21 2022 21:35:47 GMT+0300 (Moscow Standard Time)
</footer>
<script> prettyPrint(); </script>

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@ -28,6 +28,7 @@
},
"dependencies": {
"@pixi/filter-adjustment": "^4.1.3",
"esbuild-plugin-glsl": "^1.0.5",
"howler": "^2.2.1",
"log4javascript": "github:Ritzlgrmft/log4javascript",
"pako": "^1.0.10",

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@ -1,9 +1,18 @@
const { buildSync } = require("esbuild");
const pkg = require("psychojs/package.json");
const { buildSync, build } = require("esbuild");
const { glsl } = require("esbuild-plugin-glsl");
const pkg = require("../package.json");
const versionMaybe = process.env.npm_config_outver;
const dirMaybe = process.env.npm_config_outdir;
const [, , , dir = dirMaybe || "out", version = versionMaybe || pkg.version] = process.argv;
let shouldWatchDir = false;
for (var i = 0; i < process.argv.length; i++) {
if (process.argv[i] === '-w') {
shouldWatchDir = true;
break;
}
}
[
// The ESM bundle
@ -20,13 +29,19 @@ const [, , , dir = dirMaybe || "out", version = versionMaybe || pkg.version] = p
},
].forEach(function(options)
{
buildSync({ ...this, ...options });
build({ ...this, ...options })
.then(()=> {
if (shouldWatchDir) {
console.log('watching...')
}
});
}, {
// Shared options
banner: {
js: `/*! For license information please see psychojs-${version}.js.LEGAL.txt */`,
},
bundle: true,
watch: shouldWatchDir,
sourcemap: true,
entryPoints: ["src/index.js"],
minifySyntax: true,
@ -36,4 +51,9 @@ const [, , , dir = dirMaybe || "out", version = versionMaybe || pkg.version] = p
"es2017",
"node14",
],
plugins: [
glsl({
minify: true
})
]
});

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@ -1,9 +1,9 @@
/**
* Grating Stimulus.
*
* @author Alain Pitiot
* @author Alain Pitiot, Nikita Agafonov
* @version 2021.2.0
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2021 Open Science Tools Ltd. (https://opensciencetools.org)
* @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
*/
@ -26,7 +26,6 @@ import crossShader from "./shaders/crossShader.frag";
import radRampShader from "./shaders/radRampShader.frag";
import raisedCosShader from "./shaders/raisedCosShader.frag";
/**
* Grating Stimulus.
*
@ -37,51 +36,108 @@ import raisedCosShader from "./shaders/raisedCosShader.frag";
* @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.image - the name of the image resource or the HTMLImageElement corresponding to the image
* @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 {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=1.0] - phase of the function used in grating stimulus
* @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 (the size of the image will be used if size is not specified)
* @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"] the background color
* @param {number} [options.opacity= 1.0] - the opacity
* @param {number} [options.contrast= 1.0] - the contrast
* @param {number} [options.depth= 0] - the depth (i.e. the z order)
* @param {number} [options.texRes= 128] - the resolution of the text
* @param {boolean} [options.interpolate= false] - whether or not the image is interpolated
* @param {boolean} [options.interpolate= false] - whether or not the image is interpolated. NOT IMPLEMENTED YET.
* @param {String} [options.blendmode= 'avg'] - blend mode of the stimulus, determines how the stimulus is blended with the background. NOT IMPLEMENTED YET.
* @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
*/
export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
{
// win,
// tex="sin",
// mask="none",
// units="",
// pos=(0.0, 0.0),
// size=None,
// sf=None,
// ori=0.0,
// phase=(0.0, 0.0),
// texRes=128,
// rgb=None,
// dkl=None,
// lms=None,
// color=(1.0, 1.0, 1.0),
// colorSpace='rgb',
// contrast=1.0,
// opacity=None,
// depth=0,
// rgbPedestal=(0.0, 0.0, 0.0),
// interpolate=False,
// blendmode='avg',
// name=None,
// autoLog=None,
// autoDraw=False,
// maskParams=None)
static #DEFINED_FUNCTIONS = {
/**
* 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.
* @name module:visual.GratingStim.#SHADERS
* @type {Object}
* @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 {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 {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 {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 {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 {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 {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 {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 {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 {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 {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).
*/
static #SHADERS = {
sin: {
shader: sinShader,
uniforms: {
@ -114,7 +170,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
sinXsin: {
shader: sinXsinShader,
uniforms: {
uFreq: 1.0,
uPhase: 0.0
}
},
sqrXsqr: {
@ -127,7 +184,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
circle: {
shader: circleShader,
uniforms: {
uRadius: 1.0
}
},
gauss: {
@ -141,24 +198,30 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
cross: {
shader: crossShader,
uniforms: {
uThickness: 0.1
uThickness: 0.2
}
},
radRamp: {
shader: radRampShader,
uniforms: {
uSqueeze: 1.0
}
},
raisedCos: {
shader: raisedCosShader,
uniforms: {
uBeta: 0.25,
uPeriod: 1.0
uPeriod: 0.625
}
}
};
/**
* Default size of the Grating Stimuli in pixels.
* @name module:visual.GratingStim.#DEFAULT_STIM_SIZE_PX
* @type {Array}
* @default [256, 256]
*/
static #DEFAULT_STIM_SIZE_PX = [256, 256]; // in pixels
constructor({
@ -168,20 +231,15 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
mask,
pos,
units,
spatialFrequency = 1.,
sf = 1.0,
ori,
phase,
size,
rgb,
dkl,
lms,
color,
colorSpace,
opacity,
contrast,
texRes,
depth,
rgbPedestal,
interpolate,
blendmode,
autoDraw,
@ -200,14 +258,14 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
mask,
);
this._addAttribute(
"spatialFrequency",
spatialFrequency,
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uFreq || 1.0
"SF",
sf,
GratingStim.#SHADERS[tex] ? GratingStim.#SHADERS[tex].uniforms.uFreq || 1.0 : 1.0
);
this._addAttribute(
"phase",
phase,
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uPhase || 0.0
GratingStim.#SHADERS[tex] ? GratingStim.#SHADERS[tex].uniforms.uPhase || 0.0 : 0.0
);
this._addAttribute(
"color",
@ -221,12 +279,6 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
1.0,
this._onChange(true, false),
);
this._addAttribute(
"texRes",
texRes,
128,
this._onChange(true, false),
);
this._addAttribute(
"interpolate",
interpolate,
@ -249,11 +301,11 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
}
/**
* Setter for the image attribute.
* Setter for the tex attribute.
*
* @name module:visual.GratingStim#setImage
* @name module:visual.GratingStim#setTex
* @public
* @param {HTMLImageElement | string} image - the name of the image resource or HTMLImageElement corresponding to the image
* @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)
@ -273,7 +325,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
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.#DEFINED_FUNCTIONS[tex] !== 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);
@ -335,7 +387,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
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.#DEFINED_FUNCTIONS[mask] !== 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);
@ -421,8 +473,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
*
* @name module:visual.GratingStim#_getPixiMeshFromPredefinedShaders
* @function
* @private
* @param {String} funcName - name of the shader function. Must be one of the DEFINED_FUNCTIONS
* @protected
* @param {String} funcName - name of the shader function. 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.
*/
@ -445,8 +497,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
);
geometry.addIndex([0, 1, 2, 0, 2, 3]);
const vertexSrc = defaultQuadVert;
const fragmentSrc = GratingStim.#DEFINED_FUNCTIONS[funcName].shader;
const uniformsFinal = Object.assign({}, GratingStim.#DEFINED_FUNCTIONS[funcName].uniforms, uniforms);
const fragmentSrc = GratingStim.#SHADERS[funcName].shader;
const uniformsFinal = Object.assign({}, GratingStim.#SHADERS[funcName].uniforms, uniforms);
const shader = PIXI.Shader.from(vertexSrc, fragmentSrc, uniformsFinal);
return new PIXI.Mesh(geometry, shader);
}
@ -471,19 +523,22 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
/**
* Set spatial frequency value for the function.
*
* @name module:visual.GratingStim#setPhase
* @name module:visual.GratingStim#setSF
* @public
* @param {number} sf - spatial frequency value
* @param {boolean} [log= false] - whether of not to log
* @param {boolean} [log=false] - whether or not to log
*/
setSpatialFrequency (sf, log = false) {
this._setAttribute("spatialFrequency", sf, log);
setSF (sf, log = false) {
this._setAttribute("SF", sf, log);
if (this._pixi instanceof PIXI.Mesh) {
this._pixi.shader.uniforms.uFreq = sf;
} else if (this._pixi instanceof PIXI.TilingSprite) {
// tileScale units are pixels, so converting function frequency to pixels
// and also taking into account possible size difference between used texture and requested stim size
this._pixi.tileScale.x = (1 / sf) * (this._pixi.width / this._pixi.texture.width);
// since most functions defined in SHADERS assume spatial frequency change along X axis
// we assume desired effect for image based stims to be the same so tileScale.y is not affected by spatialFrequency
this._pixi.tileScale.y = this._pixi.height / this._pixi.texture.height;
}
}
@ -524,16 +579,16 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
height: this._size_px[1]
});
this.setPhase(this._phase);
this.setSpatialFrequency(this._spatialFrequency);
this.setSF(this._SF);
}
else
{
this._pixi = this._getPixiMeshFromPredefinedShaders(this._tex, {
uFreq: this._spatialFrequency,
uFreq: this._SF,
uPhase: this._phase
});
}
this._pixi.pivot.set(this._pixi.width * .5, this._pixi.width * .5);
this._pixi.pivot.set(this._pixi.width * 0.5, this._pixi.width * 0.5);
// add a mask if need be:
if (typeof this._mask !== "undefined")
@ -541,6 +596,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
if (this._mask instanceof HTMLImageElement)
{
this._pixi.mask = PIXI.Sprite.from(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

View File

@ -1,3 +1,13 @@
/**
* Circle Shape.
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates a filled circle shape with sharp edges.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;
@ -5,9 +15,10 @@ in vec2 vUvs;
out vec4 shaderOut;
#define M_PI 3.14159265358979
uniform float uRadius;
void main() {
vec2 uv = vUvs;
float s = 1. - step(.5, length(uv - .5));
float s = 1. - step(uRadius, length(uv * 2. - 1.));
shaderOut = vec4(vec3(s), 1.0);
}

View File

@ -1,3 +1,13 @@
/**
* Cross Shape.
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates a filled cross shape with sharp edges.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;
@ -9,8 +19,8 @@ uniform float uThickness;
void main() {
vec2 uv = vUvs;
float sx = step(uThickness, length(uv.x - .5));
float sy = step(uThickness, length(uv.y - .5));
float sx = step(uThickness, length(uv.x * 2. - 1.));
float sy = step(uThickness, length(uv.y * 2. - 1.));
float s = 1. - sx * sy;
shaderOut = vec4(vec3(s), 1.0);
}

View File

@ -1,7 +1,13 @@
//
// Gaussian Function:
// https://en.wikipedia.org/wiki/Gaussian_function
//
/**
* Gaussian Function.
* https://en.wikipedia.org/wiki/Gaussian_function
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates a 2d Gaussian image as if 1d Gaussian graph was rotated arount Y axis and observed from above.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;

View File

@ -1,17 +1,24 @@
//
// Radial ramp function
//
/**
* Radial Ramp.
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates 2d radial ramp image.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;
in vec2 vUvs;
out vec4 shaderOut;
uniform float uSqueeze;
#define M_PI 3.14159265358979
void main() {
vec2 uv = vUvs;
float s = 1. - length(uv * 2. - 1.);
float s = 1. - length(uv * 2. - 1.) * uSqueeze;
shaderOut = vec4(vec3(s), 1.0);
}

View File

@ -1,7 +1,13 @@
//
// Raised-cosine function:
// https://en.wikipedia.org/wiki/Raised-cosine_filter
//
/**
* Raised-cosine.
* https://en.wikipedia.org/wiki/Raised-cosine_filter
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates 2d raised-cosine image as if 1d raised-cosine graph was rotated around Y axis and observed from above.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;

View File

@ -1,7 +1,13 @@
//
// Sawtooth wave:
// https://en.wikipedia.org/wiki/Sawtooth_wave
//
/**
* Sawtooth wave.
* https://en.wikipedia.org/wiki/Sawtooth_wave
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates 2d sawtooth wave image as if 1d sawtooth graph was extended across Z axis and observed from above.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;

View File

@ -1,3 +1,14 @@
/**
* Sine wave.
* https://en.wikipedia.org/wiki/Sine_wave
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates 2d sine wave image as if 1d sine graph was extended across Z axis and observed from above.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;

View File

@ -1,3 +1,14 @@
/**
* Sine wave multiplied by another sine wave.
* https://en.wikipedia.org/wiki/Sine_wave
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates an image of two 2d sine waves multiplied with each other.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;

View File

@ -1,7 +1,13 @@
//
// Square wave:
// https://en.wikipedia.org/wiki/Square_wave
//
/**
* Square wave.
* https://en.wikipedia.org/wiki/Square_wave
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates 2d square wave image as if 1d square graph was extended across Z axis and observed from above.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;

View File

@ -1,3 +1,14 @@
/**
* Square wave multiplied by another square wave.
* https://en.wikipedia.org/wiki/Square_wave
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates an image of two 2d square waves multiplied with each other.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;

View File

@ -1,7 +1,13 @@
//
// Triangle wave:
// https://en.wikipedia.org/wiki/Triangle_wave
//
/**
* Triangle wave.
* https://en.wikipedia.org/wiki/Triangle_wave
*
* @author Nikita Agafonov
* @copyright (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
* @description Creates 2d triangle wave image as if 1d triangle graph was extended across Z axis and observed from above.
* @usedby GratingStim.js
*/
#version 300 es
precision mediump float;