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mirror of https://github.com/psychopy/psychojs.git synced 2025-05-10 10:40:54 +00:00

GratingStim implementation first take;

This commit is contained in:
lgtst 2022-01-26 00:31:03 +03:00
parent ea80090e6f
commit f032d4c34a
5 changed files with 300 additions and 45 deletions

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@ -7,7 +7,29 @@
* @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 gaussShader from './shaders/gaussShader.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
};
/**
* Grating Stimulus.
@ -32,39 +54,37 @@
* @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.flipHoriz= false] - whether or not to flip horizontally
* @param {boolean} [options.flipVert= false] - whether or not to flip vertically
* @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
*/
// 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)
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)
constructor({
name,
tex,
@ -72,7 +92,7 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
mask,
pos,
units,
sf,
spatialFrequency = 10.,
ori,
phase,
size,
@ -99,11 +119,22 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
"tex",
tex,
);
this._addAttribute(
"mask",
mask,
);
this._addAttribute(
"spatialFrequency",
spatialFrequency,
10.,
this._onChange(true, false)
);
this._addAttribute(
"phase",
phase,
0.,
this._onChange(true, false)
);
this._addAttribute(
"color",
color,
@ -128,18 +159,6 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
false,
this._onChange(true, false),
);
this._addAttribute(
"flipHoriz",
flipHoriz,
false,
this._onChange(false, false),
);
this._addAttribute(
"flipVert",
flipVert,
false,
this._onChange(false, false),
);
// estimate the bounding box:
this._estimateBoundingBox();
@ -162,17 +181,26 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
{
const response = {
origin: "GratingStim.setTex",
context: "when setting the texture of GratingStim: " + this._name,
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 (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 existingImage = this.getTex();
hasChanged = existingImage ? existingImage !== tex : true;
}
else
{
// tex is a string: it should be the name of a resource, which we load
@ -188,11 +216,10 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
}
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;
}
const existingImage = this.getImage();
const hasChanged = existingImage ? existingImage.src !== tex.src : true;
this._setAttribute("tex", tex, log);
if (hasChanged)
@ -229,6 +256,11 @@ 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)
{
// 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
@ -255,4 +287,179 @@ export class GratingStim extends util.mix(VisualStim).with(ColorMixin)
throw Object.assign(response, { error });
}
}
/**
* Get the size of the display image, which is either that of the ImageStim or that of the image
* it contains.
*
* @name module:visual.ImageStim#_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.ImageStim#_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
}
_getPixiMeshFromPredefinedShaders (funcName = '', uniforms = {}) {
const geometry = new PIXI.Geometry();
geometry.addAttribute(
'aVertexPosition',
[
0, 0,
256, 0,
256, 256,
0, 256
],
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 = DEFINED_FUNCTIONS[funcName];
const uniformsFinal = Object.assign(uniforms, {
// for future default uniforms
});
const shader = PIXI.Shader.from(vertexSrc, fragmentSrc, uniformsFinal);
return new PIXI.Mesh(geometry, shader);
}
/**
* Update the stimulus, if necessary.
*
* @name module:visual.ImageStim#_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.Sprite.from(this._tex);
}
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: 256,
height: 256
});
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();
const size_px = util.to_px(displaySize, this.units, this.win);
const scaleX = size_px[0] / this._pixi.width;
const scaleY = 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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@ -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);
}

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@ -0,0 +1,17 @@
#version 300 es
precision mediump float;
in vec2 vUvs;
out vec4 shaderOut;
#define M_PI 3.14159265358979
float gauss(float x) {
return exp(-(x * x) * 20.);
}
void main() {
vec2 uv = vUvs;
float g = gauss(uv.x - .5) * gauss(uv.y - .5);
shaderOut = vec4(vec3(g), 1.);
}

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@ -0,0 +1,15 @@
#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(vec3(s), 1.0);
}