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Full set of signals for grating stim; Documentation test;

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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
* @version 2021.2.0
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2021 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.image - the name of the image resource or the HTMLImageElement corresponding to the image
* @param {string | HTMLImageElement} options.mask - the name of the mask resource or HTMLImageElement corresponding to the mask
* @param {string} [options.units= "norm"] - the units of the stimulus (e.g. for size, position, vertices)
* @param {Array.&lt;number>} [options.pos= [0, 0]] - the position of the center of the stimulus
* @param {number} [options.ori= 0.0] - the orientation (in degrees)
* @param {number} [options.size] - the size of the rendered image (the size of the image will be used if size is not specified)
* @param {Color} [options.color= "white"] the background color
* @param {number} [options.opacity= 1.0] - the opacity
* @param {number} [options.contrast= 1.0] - the contrast
* @param {number} [options.depth= 0] - the depth (i.e. the z order)
* @param {number} [options.texRes= 128] - the resolution of the text
* @param {boolean} [options.interpolate= false] - whether or not the image is interpolated
* @param {boolean} [options.autoDraw= false] - whether or not the stimulus should be automatically drawn on every frame flip
* @param {boolean} [options.autoLog= false] - whether or not to log
*/
export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
{
// win,
// tex="sin",
// mask="none",
// units="",
// pos=(0.0, 0.0),
// size=None,
// sf=None,
// ori=0.0,
// phase=(0.0, 0.0),
// texRes=128,
// rgb=None,
// dkl=None,
// lms=None,
// color=(1.0, 1.0, 1.0),
// colorSpace='rgb',
// contrast=1.0,
// opacity=None,
// depth=0,
// rgbPedestal=(0.0, 0.0, 0.0),
// interpolate=False,
// blendmode='avg',
// name=None,
// autoLog=None,
// autoDraw=False,
// maskParams=None)
static #DEFINED_FUNCTIONS = {
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: {
}
},
sqrXsqr: {
shader: sqrXsqrShader,
uniforms: {
uFreq: 1.0,
uPhase: 0.0
}
},
circle: {
shader: circleShader,
uniforms: {
}
},
gauss: {
shader: gaussShader,
uniforms: {
uA: 1.0,
uB: 0.0,
uC: 0.16
}
},
cross: {
shader: crossShader,
uniforms: {
uThickness: 0.1
}
},
radRamp: {
shader: radRampShader,
uniforms: {
}
},
raisedCos: {
shader: raisedCosShader,
uniforms: {
uBeta: 0.25,
uPeriod: 1.0
}
}
};
static #DEFAULT_STIM_SIZE_PX = [256, 256]; // in pixels
constructor({
name,
tex = "sin",
win,
mask,
pos,
units,
spatialFrequency = 1.,
ori,
phase,
size,
rgb,
dkl,
lms,
color,
colorSpace,
opacity,
contrast,
texRes,
depth,
rgbPedestal,
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(
"spatialFrequency",
spatialFrequency,
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uFreq || 1.0
);
this._addAttribute(
"phase",
phase,
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uPhase || 0.0
);
this._addAttribute(
"color",
color,
"white",
this._onChange(true, false),
);
this._addAttribute(
"contrast",
contrast,
1.0,
this._onChange(true, false),
);
this._addAttribute(
"texRes",
texRes,
128,
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 image attribute.
*
* @name module:visual.GratingStim#setImage
* @public
* @param {HTMLImageElement | string} image - the 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.#DEFINED_FUNCTIONS[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.#DEFINED_FUNCTIONS[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
* @private
* @param {String} funcName - name of the shader function. Must be one of the DEFINED_FUNCTIONS
* @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.#DEFINED_FUNCTIONS[funcName].shader;
const uniformsFinal = Object.assign({}, GratingStim.#DEFINED_FUNCTIONS[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#setPhase
* @public
* @param {number} sf - spatial frequency value
* @param {boolean} [log= false] - whether of not to log
*/
setSpatialFrequency (sf, log = false) {
this._setAttribute("spatialFrequency", 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);
}
}
/**
* 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.setSpatialFrequency(this._spatialFrequency);
}
else
{
this._pixi = this._getPixiMeshFromPredefinedShaders(this._tex, {
uFreq: this._spatialFrequency,
uPhase: this._phase
});
}
this._pixi.pivot.set(this._pixi.width * .5, this._pixi.width * .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.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>
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@ -13,25 +13,19 @@ 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 gaussShader from './shaders/gaussShader.frag';
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";
const DEFINED_FUNCTIONS = {
sin: sinShader,
sqr: undefined,
saw: undefined,
tri: undefined,
sinXsin: undefined,
sqrXsqr: undefined,
circle: undefined,
gauss: gaussShader,
cross: undefined,
radRamp: undefined,
raisedCos: undefined
};
const DEFAULT_STIM_SIZE = [256, 256]; // in pixels
/**
* Grating Stimulus.
@ -49,7 +43,7 @@ const DEFAULT_STIM_SIZE = [256, 256]; // in pixels
* @param {Array.<number>} [options.pos= [0, 0]] - the position of the center of the stimulus
* @param {number} [options.ori= 0.0] - the orientation (in degrees)
* @param {number} [options.size] - the size of the rendered image (the size of the image will be used if size is not specified)
* @param {Color} [options.color= 'white'] the background color
* @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)
@ -86,14 +80,95 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
// autoLog=None,
// autoDraw=False,
// maskParams=None)
static #DEFINED_FUNCTIONS = {
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: {
}
},
sqrXsqr: {
shader: sqrXsqrShader,
uniforms: {
uFreq: 1.0,
uPhase: 0.0
}
},
circle: {
shader: circleShader,
uniforms: {
}
},
gauss: {
shader: gaussShader,
uniforms: {
uA: 1.0,
uB: 0.0,
uC: 0.16
}
},
cross: {
shader: crossShader,
uniforms: {
uThickness: 0.1
}
},
radRamp: {
shader: radRampShader,
uniforms: {
}
},
raisedCos: {
shader: raisedCosShader,
uniforms: {
uBeta: 0.25,
uPeriod: 1.0
}
}
};
static #DEFAULT_STIM_SIZE_PX = [256, 256]; // in pixels
constructor({
name,
tex,
tex = "sin",
win,
mask,
pos,
units,
spatialFrequency = 10.,
spatialFrequency = 1.,
ori,
phase,
size,
@ -127,12 +202,12 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
this._addAttribute(
"spatialFrequency",
spatialFrequency,
10.
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uFreq || 1.0
);
this._addAttribute(
"phase",
phase,
0.
GratingStim.#DEFINED_FUNCTIONS[tex].uniforms.uPhase || 0.0
);
this._addAttribute(
"color",
@ -168,9 +243,9 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
}
if (!Array.isArray(this.size) || this.size.length === 0) {
this.size = util.to_unit(DEFAULT_STIM_SIZE, "pix", this.win, this.units);
this.size = util.to_unit(GratingStim.#DEFAULT_STIM_SIZE_PX, "pix", this.win, this.units);
}
this._sizeInPixels = util.to_px(this.size, this.units, this.win);
this._size_px = util.to_px(this.size, this.units, this.win);
}
/**
@ -198,7 +273,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
this.psychoJS.logger.warn("setting the tex of GratingStim: " + this._name + " with argument: undefined.");
this.psychoJS.logger.debug("set the tex of GratingStim: " + this._name + " as: undefined");
}
else if (DEFINED_FUNCTIONS[tex] !== undefined)
else if (GratingStim.#DEFINED_FUNCTIONS[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);
@ -216,7 +291,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
// 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" }';
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);
@ -260,7 +335,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
this.psychoJS.logger.warn("setting the mask of GratingStim: " + this._name + " with argument: undefined.");
this.psychoJS.logger.debug("set the mask of GratingStim: " + this._name + " as: undefined");
}
else if (DEFINED_FUNCTIONS[mask] !== undefined)
else if (GratingStim.#DEFINED_FUNCTIONS[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);
@ -276,7 +351,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
// 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" }';
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);
@ -341,42 +416,66 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
// TODO take the orientation into account
}
_getPixiMeshFromPredefinedShaders (funcName = '', uniforms = {}) {
/**
* Generate PIXI.Mesh object based on provided shader function name and uniforms.
*
* @name module:visual.GratingStim#_getPixiMeshFromPredefinedShaders
* @function
* @private
* @param {String} funcName - name of the shader function. Must be one of the DEFINED_FUNCTIONS
* @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',
"aVertexPosition",
[
0, 0,
this._sizeInPixels[0], 0,
this._sizeInPixels[0], this._sizeInPixels[1],
0, this._sizeInPixels[1]
this._size_px[0], 0,
this._size_px[0], this._size_px[1],
0, this._size_px[1]
],
2
);
geometry.addAttribute(
'aUvs',
"aUvs",
[0, 0, 1, 0, 1, 1, 0, 1],
2
);
geometry.addIndex([0, 1, 2, 0, 2, 3]);
const vertexSrc = defaultQuadVert;
const fragmentSrc = DEFINED_FUNCTIONS[funcName];
const uniformsFinal = Object.assign(uniforms, {
// for future default uniforms
});
const fragmentSrc = GratingStim.#DEFINED_FUNCTIONS[funcName].shader;
const uniformsFinal = Object.assign({}, GratingStim.#DEFINED_FUNCTIONS[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._sizeInPixels[0] * this._pixi.tileScale.x) / (2 * Math.PI)
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#setPhase
* @public
* @param {number} sf - spatial frequency value
* @param {boolean} [log= false] - whether of not to log
*/
setSpatialFrequency (sf, log = false) {
this._setAttribute("spatialFrequency", sf, log);
if (this._pixi instanceof PIXI.Mesh) {
@ -421,8 +520,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
if (this._tex instanceof HTMLImageElement)
{
this._pixi = PIXI.TilingSprite.from(this._tex, {
width: this._sizeInPixels[0],
height: this._sizeInPixels[1]
width: this._size_px[0],
height: this._size_px[1]
});
this.setPhase(this._phase);
this.setSpatialFrequency(this._spatialFrequency);
@ -450,8 +549,8 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
// rendering mask to texture for further use.
const maskMesh = this._getPixiMeshFromPredefinedShaders(this._mask);
const rt = PIXI.RenderTexture.create({
width: this._sizeInPixels[0],
height: this._sizeInPixels[1]
width: this._size_px[0],
height: this._size_px[1]
});
this.win._renderer.render(maskMesh, {
renderTexture: rt
@ -477,9 +576,9 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
// set the scale:
const displaySize = this._getDisplaySize();
this._sizeInPixels = util.to_px(displaySize, this.units, this.win);
const scaleX = this._sizeInPixels[0] / this._pixi.width;
const scaleY = this._sizeInPixels[1] / this._pixi.height;
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;

View File

@ -0,0 +1,13 @@
#version 300 es
precision mediump float;
in vec2 vUvs;
out vec4 shaderOut;
#define M_PI 3.14159265358979
void main() {
vec2 uv = vUvs;
float s = 1. - step(.5, length(uv - .5));
shaderOut = vec4(vec3(s), 1.0);
}

View File

@ -0,0 +1,16 @@
#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 - .5));
float sy = step(uThickness, length(uv.y - .5));
float s = 1. - sx * sy;
shaderOut = vec4(vec3(s), 1.0);
}

View File

@ -1,17 +1,24 @@
//
// Gaussian Function:
// https://en.wikipedia.org/wiki/Gaussian_function
//
#version 300 es
precision mediump float;
in vec2 vUvs;
out vec4 shaderOut;
#define M_PI 3.14159265358979
uniform float uA;
uniform float uB;
uniform float uC;
float gauss(float x) {
return exp(-(x * x) * 20.);
}
#define M_PI 3.14159265358979
void main() {
vec2 uv = vUvs;
float g = gauss(uv.x - .5) * gauss(uv.y - .5);
float c2 = uC * uC;
float x = length(uv - .5);
float g = uA * exp(-pow(x - uB, 2.) / c2 * .5);
shaderOut = vec4(vec3(g), 1.);
}

View File

@ -0,0 +1,17 @@
//
// Radial ramp function
//
#version 300 es
precision mediump float;
in vec2 vUvs;
out vec4 shaderOut;
#define M_PI 3.14159265358979
void main() {
vec2 uv = vUvs;
float s = 1. - length(uv * 2. - 1.);
shaderOut = vec4(vec3(s), 1.0);
}

View File

@ -0,0 +1,29 @@
//
// Raised-cosine function:
// https://en.wikipedia.org/wiki/Raised-cosine_filter
//
#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);
}

View File

@ -0,0 +1,21 @@
//
// Sawtooth wave:
// https://en.wikipedia.org/wiki/Sawtooth_wave
//
#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);
}

View File

@ -0,0 +1,17 @@
#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);
}

View File

@ -0,0 +1,20 @@
//
// Square wave:
// https://en.wikipedia.org/wiki/Square_wave
//
#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);
}

View File

@ -0,0 +1,17 @@
#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);
}

View File

@ -0,0 +1,22 @@
//
// Triangle wave:
// https://en.wikipedia.org/wiki/Triangle_wave
//
#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);
}