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docs/visual_GratingStim.js.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>JSDoc: Source: visual/GratingStim.js</title>
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<script src="scripts/prettify/prettify.js"> </script>
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<script src="scripts/prettify/lang-css.js"> </script>
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<!--[if lt IE 9]>
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<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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<![endif]-->
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<link type="text/css" rel="stylesheet" href="styles/prettify-tomorrow.css">
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<link type="text/css" rel="stylesheet" href="styles/jsdoc-default.css">
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</head>
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<body>
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<div id="main">
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<h1 class="page-title">Source: visual/GratingStim.js</h1>
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|
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<section>
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<article>
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<pre class="prettyprint source linenums"><code>/**
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* Grating Stimulus.
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*
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* @author Alain Pitiot, Nikita Agafonov
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* @version 2021.2.0
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* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
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* @license Distributed under the terms of the MIT License
|
||||
*/
|
||||
|
||||
import * as PIXI from "pixi.js-legacy";
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||||
import { Color } from "../util/Color.js";
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import { ColorMixin } from "../util/ColorMixin.js";
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||||
import { to_pixiPoint } from "../util/Pixi.js";
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||||
import * as util from "../util/Util.js";
|
||||
import { VisualStim } from "./VisualStim.js";
|
||||
import defaultQuadVert from "./shaders/defaultQuad.vert";
|
||||
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";
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||||
import raisedCosShader from "./shaders/raisedCosShader.frag";
|
||||
|
||||
/**
|
||||
* Grating Stimulus.
|
||||
*
|
||||
* @name module:visual.GratingStim
|
||||
* @class
|
||||
* @extends VisualStim
|
||||
* @mixes ColorMixin
|
||||
* @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=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 (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 {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)
|
||||
{
|
||||
/**
|
||||
* 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: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
sqr: {
|
||||
shader: sqrShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
saw: {
|
||||
shader: sawShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
tri: {
|
||||
shader: triShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0,
|
||||
uPeriod: 1.0
|
||||
}
|
||||
},
|
||||
sinXsin: {
|
||||
shader: sinXsinShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
sqrXsqr: {
|
||||
shader: sqrXsqrShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
circle: {
|
||||
shader: circleShader,
|
||||
uniforms: {
|
||||
uRadius: 1.0
|
||||
}
|
||||
},
|
||||
gauss: {
|
||||
shader: gaussShader,
|
||||
uniforms: {
|
||||
uA: 1.0,
|
||||
uB: 0.0,
|
||||
uC: 0.16
|
||||
}
|
||||
},
|
||||
cross: {
|
||||
shader: crossShader,
|
||||
uniforms: {
|
||||
uThickness: 0.2
|
||||
}
|
||||
},
|
||||
radRamp: {
|
||||
shader: radRampShader,
|
||||
uniforms: {
|
||||
uSqueeze: 1.0
|
||||
}
|
||||
},
|
||||
raisedCos: {
|
||||
shader: raisedCosShader,
|
||||
uniforms: {
|
||||
uBeta: 0.25,
|
||||
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({
|
||||
name,
|
||||
tex = "sin",
|
||||
win,
|
||||
mask,
|
||||
pos,
|
||||
units,
|
||||
sf = 1.0,
|
||||
ori,
|
||||
phase,
|
||||
size,
|
||||
color,
|
||||
colorSpace,
|
||||
opacity,
|
||||
contrast,
|
||||
depth,
|
||||
interpolate,
|
||||
blendmode,
|
||||
autoDraw,
|
||||
autoLog,
|
||||
maskParams
|
||||
} = {})
|
||||
{
|
||||
super({ name, win, units, ori, opacity, depth, pos, size, autoDraw, autoLog });
|
||||
|
||||
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._onChange(true, false),
|
||||
);
|
||||
this._addAttribute(
|
||||
"contrast",
|
||||
contrast,
|
||||
1.0,
|
||||
this._onChange(true, false),
|
||||
);
|
||||
this._addAttribute(
|
||||
"interpolate",
|
||||
interpolate,
|
||||
false,
|
||||
this._onChange(true, 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.
|
||||
*
|
||||
* @name module:visual.GratingStim#setTex
|
||||
* @public
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#setMask
|
||||
* @public
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#_getDisplaySize
|
||||
* @private
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#_estimateBoundingBox
|
||||
* @function
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#_getPixiMeshFromPredefinedShaders
|
||||
* @function
|
||||
* @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.
|
||||
*/
|
||||
_getPixiMeshFromPredefinedShaders (funcName = "", 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[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);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set phase value for the function.
|
||||
*
|
||||
* @name module:visual.GratingStim#setPhase
|
||||
* @public
|
||||
* @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;
|
||||
} else if (this._pixi instanceof PIXI.TilingSprite) {
|
||||
this._pixi.tilePosition.x = -phase * (this._size_px[0] * this._pixi.tileScale.x) / (2 * Math.PI)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Set spatial frequency value for the function.
|
||||
*
|
||||
* @name module:visual.GratingStim#setSF
|
||||
* @public
|
||||
* @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;
|
||||
} 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;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the stimulus, if necessary.
|
||||
*
|
||||
* @name module:visual.GratingStim#_updateIfNeeded
|
||||
* @private
|
||||
*/
|
||||
_updateIfNeeded()
|
||||
{
|
||||
if (!this._needUpdate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
this._needUpdate = false;
|
||||
|
||||
// update the PIXI representation, if need be:
|
||||
if (this._needPixiUpdate)
|
||||
{
|
||||
this._needPixiUpdate = false;
|
||||
if (typeof this._pixi !== "undefined")
|
||||
{
|
||||
this._pixi.destroy(true);
|
||||
}
|
||||
this._pixi = undefined;
|
||||
|
||||
// no image to draw: return immediately
|
||||
if (typeof this._tex === "undefined")
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._tex instanceof HTMLImageElement)
|
||||
{
|
||||
this._pixi = PIXI.TilingSprite.from(this._tex, {
|
||||
width: this._size_px[0],
|
||||
height: this._size_px[1]
|
||||
});
|
||||
this.setPhase(this._phase);
|
||||
this.setSF(this._SF);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._pixi = this._getPixiMeshFromPredefinedShaders(this._tex, {
|
||||
uFreq: this._SF,
|
||||
uPhase: this._phase
|
||||
});
|
||||
}
|
||||
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")
|
||||
{
|
||||
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
|
||||
{
|
||||
// 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._pixi.alpha = 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();
|
||||
}
|
||||
}
|
||||
</code></pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<nav>
|
||||
<h2><a href="index.html">Home</a></h2><h3>Modules</h3><ul><li><a href="module-core.html">core</a></li><li><a href="module-data.html">data</a></li><li><a href="module-sound.html">sound</a></li><li><a href="module-util.html">util</a></li><li><a href="module-visual.html">visual</a></li></ul><h3>Classes</h3><ul><li><a href="Camera_Camera.html">Camera</a></li><li><a href="FaceDetector_FaceDetector.html">FaceDetector</a></li><li><a href="module.data.QuestHandler.html">QuestHandler</a></li><li><a href="module-core.BuilderKeyResponse.html">BuilderKeyResponse</a></li><li><a href="module-core.EventManager.html">EventManager</a></li><li><a href="module-core.GUI.html">GUI</a></li><li><a href="module-core.Keyboard.html">Keyboard</a></li><li><a href="module-core.KeyPress.html">KeyPress</a></li><li><a href="module-core.Logger.html">Logger</a></li><li><a href="module-core.MinimalStim.html">MinimalStim</a></li><li><a href="module-core.Mouse.html">Mouse</a></li><li><a href="module-core.PsychoJS.html">PsychoJS</a></li><li><a href="module-core.ServerManager.html">ServerManager</a></li><li><a href="module-core.Window.html">Window</a></li><li><a href="module-data.ExperimentHandler.html">ExperimentHandler</a></li><li><a href="module-data.QuestHandler.html">QuestHandler</a></li><li><a href="module-data.TrialHandler.html">TrialHandler</a></li><li><a href="module-sound.AudioClip.html">AudioClip</a></li><li><a href="module-sound.AudioClipPlayer.html">AudioClipPlayer</a></li><li><a href="module-sound.Microphone.html">Microphone</a></li><li><a href="module-sound.Sound.html">Sound</a></li><li><a href="module-sound.TonePlayer.html">TonePlayer</a></li><li><a href="module-sound.TrackPlayer.html">TrackPlayer</a></li><li><a href="module-util.Clock.html">Clock</a></li><li><a href="module-util.Color.html">Color</a></li><li><a href="module-util.CountdownTimer.html">CountdownTimer</a></li><li><a href="module-util.EventEmitter.html">EventEmitter</a></li><li><a href="module-util.MixinBuilder.html">MixinBuilder</a></li><li><a href="module-util.MonotonicClock.html">MonotonicClock</a></li><li><a href="module-util.PsychObject.html">PsychObject</a></li><li><a href="module-util.Scheduler.html">Scheduler</a></li><li><a href="module-visual.ButtonStim.html">ButtonStim</a></li><li><a href="module-visual.Camera.html">Camera</a></li><li><a href="module-visual.FaceDetector.html">FaceDetector</a></li><li><a href="module-visual.Form.html">Form</a></li><li><a href="module-visual.GratingStim.html">GratingStim</a></li><li><a href="module-visual.ImageStim.html">ImageStim</a></li><li><a href="module-visual.MovieStim.html">MovieStim</a></li><li><a href="module-visual.Polygon.html">Polygon</a></li><li><a href="module-visual.Rect.html">Rect</a></li><li><a href="module-visual.ShapeStim.html">ShapeStim</a></li><li><a href="module-visual.Slider.html">Slider</a></li><li><a href="module-visual.TextBox.html">TextBox</a></li><li><a href="module-visual.TextStim.html">TextStim</a></li><li><a href="module-visual.VisualStim.html">VisualStim</a></li></ul><h3>Interfaces</h3><ul><li><a href="module-sound.SoundPlayer.html">SoundPlayer</a></li></ul><h3>Mixins</h3><ul><li><a href="module-core.WindowMixin.html">WindowMixin</a></li><li><a href="module-util.ColorMixin.html">ColorMixin</a></li></ul>
|
||||
</nav>
|
||||
|
||||
<br class="clear">
|
||||
|
||||
<footer>
|
||||
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>
|
||||
<script src="scripts/linenumber.js"> </script>
|
||||
</body>
|
||||
</html>
|
@ -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",
|
||||
|
@ -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
|
||||
})
|
||||
]
|
||||
});
|
||||
|
650
src/visual/GratingStim.js
Normal file
650
src/visual/GratingStim.js
Normal file
@ -0,0 +1,650 @@
|
||||
/**
|
||||
* Grating Stimulus.
|
||||
*
|
||||
* @author Alain Pitiot, Nikita Agafonov
|
||||
* @version 2021.2.0
|
||||
* @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 { Color } from "../util/Color.js";
|
||||
import { ColorMixin } from "../util/ColorMixin.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 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.
|
||||
*
|
||||
* @name module:visual.GratingStim
|
||||
* @class
|
||||
* @extends VisualStim
|
||||
* @mixes ColorMixin
|
||||
* @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=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 (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 {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)
|
||||
{
|
||||
/**
|
||||
* 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: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
sqr: {
|
||||
shader: sqrShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
saw: {
|
||||
shader: sawShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
tri: {
|
||||
shader: triShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0,
|
||||
uPeriod: 1.0
|
||||
}
|
||||
},
|
||||
sinXsin: {
|
||||
shader: sinXsinShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
sqrXsqr: {
|
||||
shader: sqrXsqrShader,
|
||||
uniforms: {
|
||||
uFreq: 1.0,
|
||||
uPhase: 0.0
|
||||
}
|
||||
},
|
||||
circle: {
|
||||
shader: circleShader,
|
||||
uniforms: {
|
||||
uRadius: 1.0
|
||||
}
|
||||
},
|
||||
gauss: {
|
||||
shader: gaussShader,
|
||||
uniforms: {
|
||||
uA: 1.0,
|
||||
uB: 0.0,
|
||||
uC: 0.16
|
||||
}
|
||||
},
|
||||
cross: {
|
||||
shader: crossShader,
|
||||
uniforms: {
|
||||
uThickness: 0.2
|
||||
}
|
||||
},
|
||||
radRamp: {
|
||||
shader: radRampShader,
|
||||
uniforms: {
|
||||
uSqueeze: 1.0
|
||||
}
|
||||
},
|
||||
raisedCos: {
|
||||
shader: raisedCosShader,
|
||||
uniforms: {
|
||||
uBeta: 0.25,
|
||||
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({
|
||||
name,
|
||||
tex = "sin",
|
||||
win,
|
||||
mask,
|
||||
pos,
|
||||
units,
|
||||
sf = 1.0,
|
||||
ori,
|
||||
phase,
|
||||
size,
|
||||
color,
|
||||
colorSpace,
|
||||
opacity,
|
||||
contrast,
|
||||
depth,
|
||||
interpolate,
|
||||
blendmode,
|
||||
autoDraw,
|
||||
autoLog,
|
||||
maskParams
|
||||
} = {})
|
||||
{
|
||||
super({ name, win, units, ori, opacity, depth, pos, size, autoDraw, autoLog });
|
||||
|
||||
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._onChange(true, false),
|
||||
);
|
||||
this._addAttribute(
|
||||
"contrast",
|
||||
contrast,
|
||||
1.0,
|
||||
this._onChange(true, false),
|
||||
);
|
||||
this._addAttribute(
|
||||
"interpolate",
|
||||
interpolate,
|
||||
false,
|
||||
this._onChange(true, 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.
|
||||
*
|
||||
* @name module:visual.GratingStim#setTex
|
||||
* @public
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#setMask
|
||||
* @public
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#_getDisplaySize
|
||||
* @private
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#_estimateBoundingBox
|
||||
* @function
|
||||
* @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.
|
||||
*
|
||||
* @name module:visual.GratingStim#_getPixiMeshFromPredefinedShaders
|
||||
* @function
|
||||
* @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.
|
||||
*/
|
||||
_getPixiMeshFromPredefinedShaders (funcName = "", 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[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);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set phase value for the function.
|
||||
*
|
||||
* @name module:visual.GratingStim#setPhase
|
||||
* @public
|
||||
* @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;
|
||||
} else if (this._pixi instanceof PIXI.TilingSprite) {
|
||||
this._pixi.tilePosition.x = -phase * (this._size_px[0] * this._pixi.tileScale.x) / (2 * Math.PI)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Set spatial frequency value for the function.
|
||||
*
|
||||
* @name module:visual.GratingStim#setSF
|
||||
* @public
|
||||
* @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;
|
||||
} 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;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the stimulus, if necessary.
|
||||
*
|
||||
* @name module:visual.GratingStim#_updateIfNeeded
|
||||
* @private
|
||||
*/
|
||||
_updateIfNeeded()
|
||||
{
|
||||
if (!this._needUpdate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
this._needUpdate = false;
|
||||
|
||||
// update the PIXI representation, if need be:
|
||||
if (this._needPixiUpdate)
|
||||
{
|
||||
this._needPixiUpdate = false;
|
||||
if (typeof this._pixi !== "undefined")
|
||||
{
|
||||
this._pixi.destroy(true);
|
||||
}
|
||||
this._pixi = undefined;
|
||||
|
||||
// no image to draw: return immediately
|
||||
if (typeof this._tex === "undefined")
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._tex instanceof HTMLImageElement)
|
||||
{
|
||||
this._pixi = PIXI.TilingSprite.from(this._tex, {
|
||||
width: this._size_px[0],
|
||||
height: this._size_px[1]
|
||||
});
|
||||
this.setPhase(this._phase);
|
||||
this.setSF(this._SF);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._pixi = this._getPixiMeshFromPredefinedShaders(this._tex, {
|
||||
uFreq: this._SF,
|
||||
uPhase: this._phase
|
||||
});
|
||||
}
|
||||
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")
|
||||
{
|
||||
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
|
||||
{
|
||||
// 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._pixi.alpha = 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();
|
||||
}
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
export * from "./ButtonStim.js";
|
||||
export * from "./Form.js";
|
||||
export * from "./ImageStim.js";
|
||||
export * from "./GratingStim.js";
|
||||
export * from "./MovieStim.js";
|
||||
export * from "./Polygon.js";
|
||||
export * from "./Rect.js";
|
||||
|
24
src/visual/shaders/circleShader.frag
Normal file
24
src/visual/shaders/circleShader.frag
Normal file
@ -0,0 +1,24 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uRadius;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float s = 1. - step(uRadius, length(uv * 2. - 1.));
|
||||
shaderOut = vec4(vec3(s), 1.0);
|
||||
}
|
26
src/visual/shaders/crossShader.frag
Normal file
26
src/visual/shaders/crossShader.frag
Normal file
@ -0,0 +1,26 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uThickness;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
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);
|
||||
}
|
15
src/visual/shaders/defaultQuad.vert
Normal file
15
src/visual/shaders/defaultQuad.vert
Normal file
@ -0,0 +1,15 @@
|
||||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
in vec2 aVertexPosition;
|
||||
in vec2 aUvs;
|
||||
out vec2 vUvs;
|
||||
|
||||
uniform mat3 translationMatrix;
|
||||
uniform mat3 projectionMatrix;
|
||||
|
||||
void main() {
|
||||
vUvs = aUvs;
|
||||
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
|
||||
}
|
30
src/visual/shaders/gaussShader.frag
Normal file
30
src/visual/shaders/gaussShader.frag
Normal file
@ -0,0 +1,30 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
uniform float uA;
|
||||
uniform float uB;
|
||||
uniform float uC;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float c2 = uC * uC;
|
||||
float x = length(uv - .5);
|
||||
float g = uA * exp(-pow(x - uB, 2.) / c2 * .5);
|
||||
shaderOut = vec4(vec3(g), 1.);
|
||||
}
|
24
src/visual/shaders/radRampShader.frag
Normal file
24
src/visual/shaders/radRampShader.frag
Normal file
@ -0,0 +1,24 @@
|
||||
/**
|
||||
* 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.) * uSqueeze;
|
||||
shaderOut = vec4(vec3(s), 1.0);
|
||||
}
|
35
src/visual/shaders/raisedCosShader.frag
Normal file
35
src/visual/shaders/raisedCosShader.frag
Normal file
@ -0,0 +1,35 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uBeta;
|
||||
uniform float uPeriod;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float absX = length(uv * 2. - 1.);
|
||||
float edgeArgument1 = (1. - uBeta) / (2. * uPeriod);
|
||||
float edgeArgument2 = (1. + uBeta) / (2. * uPeriod);
|
||||
float frequencyFactor = (M_PI * uPeriod) / uBeta;
|
||||
float s = .5 * (1. + cos(frequencyFactor * (absX - edgeArgument1)));
|
||||
if (absX <= edgeArgument1) {
|
||||
s = 1.;
|
||||
} else if (absX > edgeArgument2) {
|
||||
s = 0.;
|
||||
}
|
||||
shaderOut = vec4(vec3(s), 1.0);
|
||||
}
|
27
src/visual/shaders/sawShader.frag
Normal file
27
src/visual/shaders/sawShader.frag
Normal file
@ -0,0 +1,27 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uFreq;
|
||||
uniform float uPhase;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float s = uFreq * uv.x + uPhase;
|
||||
s = mod(s, 1.);
|
||||
shaderOut = vec4(vec3(s), 1.0);
|
||||
}
|
26
src/visual/shaders/sinShader.frag
Normal file
26
src/visual/shaders/sinShader.frag
Normal file
@ -0,0 +1,26 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uFreq;
|
||||
uniform float uPhase;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float s = sin(uFreq * uv.x * 2. * M_PI + uPhase);
|
||||
shaderOut = vec4(.5 + .5 * vec3(s), 1.0);
|
||||
}
|
28
src/visual/shaders/sinXsinShader.frag
Normal file
28
src/visual/shaders/sinXsinShader.frag
Normal file
@ -0,0 +1,28 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uFreq;
|
||||
uniform float uPhase;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float sx = sin(uFreq * uv.x * 2. * M_PI + uPhase);
|
||||
float sy = sin(uFreq * uv.y * 2. * M_PI + uPhase);
|
||||
float s = sx * sy * .5 + .5;
|
||||
shaderOut = vec4(vec3(s), 1.0);
|
||||
}
|
26
src/visual/shaders/sqrShader.frag
Normal file
26
src/visual/shaders/sqrShader.frag
Normal file
@ -0,0 +1,26 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uFreq;
|
||||
uniform float uPhase;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float s = sign(sin(uFreq * uv.x * 2. * M_PI + uPhase));
|
||||
shaderOut = vec4(.5 + .5 * vec3(s), 1.0);
|
||||
}
|
28
src/visual/shaders/sqrXsqrShader.frag
Normal file
28
src/visual/shaders/sqrXsqrShader.frag
Normal file
@ -0,0 +1,28 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uFreq;
|
||||
uniform float uPhase;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float sx = sign(sin(uFreq * uv.x * 2. * M_PI + uPhase));
|
||||
float sy = sign(sin(uFreq * uv.y * 2. * M_PI + uPhase));
|
||||
float s = sx * sy * .5 + .5;
|
||||
shaderOut = vec4(vec3(s), 1.0);
|
||||
}
|
28
src/visual/shaders/triShader.frag
Normal file
28
src/visual/shaders/triShader.frag
Normal file
@ -0,0 +1,28 @@
|
||||
/**
|
||||
* 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;
|
||||
|
||||
in vec2 vUvs;
|
||||
out vec4 shaderOut;
|
||||
|
||||
#define M_PI 3.14159265358979
|
||||
uniform float uFreq;
|
||||
uniform float uPhase;
|
||||
uniform float uPeriod;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vUvs;
|
||||
float s = uFreq * uv.x + uPhase;
|
||||
s = 2. * abs(s / uPeriod - floor(s / uPeriod + .5));
|
||||
shaderOut = vec4(vec3(s), 1.0);
|
||||
}
|
Loading…
Reference in New Issue
Block a user