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Merge branch 'psychopy:2022.2.0' into 2022.2.0

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@ -56,6 +56,7 @@ The PsychoJS library was initially written by [Ilixa](http://www.ilixa.com) with
It is now a collaborative effort, supported by the [Chan Zuckerberg Initiative](https://chanzuckerberg.com/) (2020-2021) and [Open Science Tools](https://opensciencetools.org/) (2020-):
- Alain Pitiot - [@apitiot](https://github.com/apitiot)
- Sotiri Bakagiannis - [@thewhodidthis](https://github.com/thewhodidthis)
- Nikita Agafonov - [@lightest](https://github.com/lightest)
- Jonathan Peirce - [@peircej](https://github.com/peircej)
- Thomas Pronk - [@tpronk](https://github.com/tpronk)
- Hiroyuki Sogo - [@hsogo](https://github.com/hsogo)

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@ -0,0 +1,701 @@
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<h1 class="page-title">Source: visual/GratingStim.js</h1>
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<pre class="prettyprint source linenums"><code>/**
* 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.&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 (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" &amp;&amp; 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>
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<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>
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View File

@ -27,6 +27,8 @@
"start": "npm run build"
},
"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",

View File

@ -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
})
]
});

View File

@ -218,6 +218,7 @@ export class PsychoJS
name,
fullscr,
color,
gamma,
units,
waitBlanking,
autoLog,
@ -239,6 +240,7 @@ export class PsychoJS
name,
fullscr,
color,
gamma,
units,
waitBlanking,
autoLog,

View File

@ -8,6 +8,7 @@
*/
import * as PIXI from "pixi.js-legacy";
import {AdjustmentFilter} from "@pixi/filter-adjustment";
import { MonotonicClock } from "../util/Clock.js";
import { Color } from "../util/Color.js";
import { PsychObject } from "../util/PsychObject.js";
@ -25,6 +26,7 @@ import { Logger } from "./Logger.js";
* @param {string} [options.name] the name of the window
* @param {boolean} [options.fullscr= false] whether or not to go fullscreen
* @param {Color} [options.color= Color('black')] the background color of the window
* @param {number} [options.gamma= 1] sets the delimiter for gamma correction. In other words gamma correction is calculated as pow(rgb, 1/gamma)
* @param {string} [options.units= 'pix'] the units of the window
* @param {boolean} [options.waitBlanking= false] whether or not to wait for all rendering operations to be done
* before flipping
@ -49,6 +51,7 @@ export class Window extends PsychObject
name,
fullscr = false,
color = new Color("black"),
gamma = 1,
units = "pix",
waitBlanking = false,
autoLog = true,
@ -59,11 +62,19 @@ export class Window extends PsychObject
// messages to be logged at the next "flip":
this._msgToBeLogged = [];
// storing AdjustmentFilter instance to access later;
this._adjustmentFilter = new AdjustmentFilter({
gamma
});
// list of all elements, in the order they are currently drawn:
this._drawList = [];
this._addAttribute("fullscr", fullscr);
this._addAttribute("color", color);
this._addAttribute("gamma", gamma, 1, () => {
this._adjustmentFilter.gamma = this._gamma;
});
this._addAttribute("units", units);
this._addAttribute("waitBlanking", waitBlanking);
this._addAttribute("autoLog", autoLog);
@ -428,6 +439,7 @@ export class Window extends PsychObject
// create a top-level PIXI container:
this._rootContainer = new PIXI.Container();
this._rootContainer.interactive = true;
this._rootContainer.filters = [this._adjustmentFilter];
// set the initial size of the PIXI renderer and the position of the root container:
Window._resizePixiRenderer(this);

650
src/visual/GratingStim.js Normal file
View 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();
}
}

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@ -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";

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/**
* 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);
}

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/**
* 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);
}

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#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);
}

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/**
* 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.);
}

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/**
* 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);
}

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/**
* 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);
}

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/**
* 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);
}

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/**
* 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);
}

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/**
* 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);
}

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/**
* 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);
}

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/**
* 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);
}

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/**
* 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);
}