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/*
PsychToolbox3/Source/Common/Screen/PsychGLGlue.c
PLATFORMS: All
AUTHORS:
Allen Ingling awi Allen.Ingling@nyu.edu
Mario Kleiner mk mario.kleiner.de@gmail.com
HISTORY:
09/09/02 awi wrote it.
DESCRIPTION:
Functions to convert between Psych toolbox data types and GL data types.
*/
#include "Screen.h"
// Cached global glApiType value for cases where no windowRecord is available:
static int global_glApiType = 0;
/*
PsychConvertColorToDoubleVector()
Accept a color structure and a screen depth and return either three or four double values in the range between
0-1 which specify r, g, b and optinally alpha values.
The value array argument should be be four elements long.
*/
int PsychConvertColorToDoubleVector(PsychColorType *color, PsychWindowRecordType *windowRecord, GLdouble *valueArray)
{
GLdouble deno;
// Read denominator from windowRecord. Need to get rid of the sign, because it
// encodes if we have color clamping enabled or not:
deno = fabs(windowRecord->colorRange);
switch(color->mode){
case kPsychIndexColor:
valueArray[0]=color->value.index.i/deno;
return(1);
case kPsychRGBColor:
valueArray[0]=color->value.rgb.r/deno;
valueArray[1]=color->value.rgb.g/deno;
valueArray[2]=color->value.rgb.b/deno;
valueArray[3]=1.0; // Needed to init the valueArray completely.
return(3);
case kPsychRGBAColor:
valueArray[0]=color->value.rgba.r/deno;
valueArray[1]=color->value.rgba.g/deno;
valueArray[2]=color->value.rgba.b/deno;
valueArray[3]=(color->value.rgba.a == DBL_MAX) ? 1.0 : color->value.rgba.a/deno;
return(4);
case kPsychUnknownColor:
PsychErrorExitMsg(PsychError_internal,"Unspecified display mode");
}
PsychErrorExitMsg(PsychError_internal,"Unknown display mode");
return(0); //make the compiler happy.
}
// Define submission command for submitting single unclamped colors to drawshader.
// For now, we use the first (primary) 4D texture coordinate, as this is a predefined
// attribute:
#define HDRglColor4dv(v) glTexCoord4dv((v))
/*
* PsychSetGLColor()
*
* Accept a Psych color structure and a depth value and call the appropriate variant of glColor.
*/
void PsychSetGLColor(PsychColorType *color, PsychWindowRecordType *windowRecord)
{
int numVals;
numVals=PsychConvertColorToDoubleVector(color, windowRecord, (GLdouble*) &(windowRecord->currentColor));
if (numVals < 3 || numVals > 4) PsychErrorExitMsg(PsychError_internal, "Palette mode not yet implemented or illegal color specifier.");
// Set the color in GL:
if (windowRecord->defaultDrawShader) {
// Drawshader color submission:
HDRglColor4dv(windowRecord->currentColor);
}
else {
// Fixed function pipe:
if (PsychIsGLClassic(windowRecord)) {
// OpenGL-1/2:
glColor4dv(windowRecord->currentColor);
}
else {
// OpenGL-ES 1.x: glColor4f() is only available function.
glColor4f((float) windowRecord->currentColor[0], (float) windowRecord->currentColor[1], (float) windowRecord->currentColor[2], (float) windowRecord->currentColor[3]);
PsychGLColor4f(windowRecord, (float) windowRecord->currentColor[0], (float) windowRecord->currentColor[1], (float) windowRecord->currentColor[2], (float) windowRecord->currentColor[3]);
}
}
}
/* PsychSetupVertexColorArrays()
* Helper routine, called from the different batch drawing functions of Screen():
*/
void PsychSetupVertexColorArrays(PsychWindowRecordType *windowRecord, psych_bool enable, int mc, double* colors, unsigned char *bytecolors)
{
if (enable) {
// Enable and setup whatever's used:
if (windowRecord->defaultDrawShader) {
// Shader based unclamped path:
if (colors) glTexCoordPointer(mc, PSYCHGLFLOAT, 0, colors);
// Can't support uint8 datatype for this vertex attribute :-(
if (bytecolors) PsychErrorExitMsg(PsychError_user, "Sorry, this function can't accept matrices of uint8 type for colors\nif color clamping is disabled or high precision mode active.\n Use the double() operator to convert to double matrix.");
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColorPointer(4, PSYCHGLFLOAT, 0, NULL);
}
else {
// Standard path:
if (colors) glColorPointer(mc, PSYCHGLFLOAT, 0, colors);
if (bytecolors) glColorPointer(mc, GL_UNSIGNED_BYTE, 0, bytecolors);
glEnableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(4, PSYCHGLFLOAT, 0, NULL);
}
}
else {
// Disable whatever's used:
if (windowRecord->defaultDrawShader) {
// Shader based unclamped path:
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
else {
// Standard path:
glDisableClientState(GL_COLOR_ARRAY);
}
glColorPointer(4, PSYCHGLFLOAT, 0, NULL);
glTexCoordPointer(4, PSYCHGLFLOAT, 0, NULL);
}
}
/* PsychSetArrayColor()
* Helper routine, called from the different batch drawing functions of Screen():
*/
static GLdouble currentColor[4];
void PsychSetArrayColor(PsychWindowRecordType *windowRecord, int i, int mc, double* colors, unsigned char *bytecolors)
{
psych_bool isgles = !PsychIsGLClassic(windowRecord);
if ((windowRecord->defaultDrawShader) || isgles) {
// Draw shader assigned or OpenGL-ES in use. Need to feed color values into high-precision
// alternative channel for unclamped, high-precision color handling:
if (mc==3) {
i = i * 3;
if (colors) {
// RGB double:
currentColor[0]=colors[i++];
currentColor[1]=colors[i++];
currentColor[2]=colors[i++];
currentColor[3]=1.0;
}
else {
// RGB uint8:
currentColor[0]=((double) bytecolors[i++] / 255.0);
currentColor[1]=((double) bytecolors[i++] / 255.0);
currentColor[2]=((double) bytecolors[i++] / 255.0);
currentColor[3]=1.0;
}
}
else {
i = i * 4;
if (colors) {
// RGBA double:
currentColor[0]=colors[i++];
currentColor[1]=colors[i++];
currentColor[2]=colors[i++];
currentColor[3]=colors[i++];
}
else {
// RGBA uint8:
currentColor[0]=((double) bytecolors[i++] / 255.0);
currentColor[1]=((double) bytecolors[i++] / 255.0);
currentColor[2]=((double) bytecolors[i++] / 255.0);
currentColor[3]=((double) bytecolors[i++] / 255.0);
}
}
if (isgles) {
// GLES can only do glColor4f(), nothing else:
glColor4f((float) currentColor[0], (float) currentColor[1], (float) currentColor[2], (float) currentColor[3]);
}
else {
HDRglColor4dv(currentColor);
}
}
else {
// Standard fixed-function pipeline assigned: Feed into standard glColorXXX() calls:
if (mc==3) {
if (colors) {
// RGB double:
glColor3dv(&(colors[i*3]));
}
else {
// RGB uint8:
glColor3ubv(&(bytecolors[i*3]));
}
}
else {
if (colors) {
// RGBA double:
glColor4dv(&(colors[i*4]));
}
else {
// RGBA uint8:
glColor4ubv(&(bytecolors[i*4]));
}
}
}
return;
}
/* PsychGLClear()
*
* Helper around glClearColor() and glClear() - takes special issues
* caused by HDR framebuffer support into account.
*/
void PsychGLClear(PsychWindowRecordType *windowRecord)
{
int oldShader, nowShader;
// Unclamped/High-precision color mode enabled via GLSL shaders?
if ((windowRecord->defaultDrawShader != 0) && (windowRecord->defaultDrawShader == windowRecord->unclampedDrawShader)) {
// Yes. Can't use standard clear, but need to clear via drawing a full-window rect with
// clear color:
// Query currently bound shader:
oldShader = PsychGetCurrentShader(windowRecord);
// Assign hdr draw shader:
nowShader = PsychSetShader(windowRecord, -1);
// Assign HDR clear color for window:
HDRglColor4dv(windowRecord->clearColor);
// Draw a fullscreen rect in the clear color, make sure
// no alpha blending is active:
if (glIsEnabled(GL_BLEND)) {
glDisable(GL_BLEND);
PsychGLRect(windowRecord->rect);
glEnable(GL_BLEND);
}
else {
PsychGLRect(windowRecord->rect);
}
// Revert to old shader binding:
if (nowShader != oldShader) PsychSetShader(windowRecord, oldShader);
}
else {
// Standard clear path: Can use OpenGL's fast color buffer clear:
glClearColor((GLclampf) windowRecord->clearColor[0], (GLclampf) windowRecord->clearColor[1], (GLclampf) windowRecord->clearColor[2], (GLclampf) windowRecord->clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
return;
}
/*
* PsychGLRect()
*/
void PsychGLRect(PsychRectType psychRect)
{
// Call our glRectd helper which makes sure glRectd() works
// not only on classic desktop GL, but also on latest desktop
// OpenGL and OpenGL-ES. Passing a NULL windowRecord will make
// it use the cached api type spec:
PsychGLRectd(NULL,
(GLdouble)(psychRect[kPsychLeft]),
(GLdouble)(psychRect[kPsychTop]),
(GLdouble)(psychRect[kPsychRight]),
(GLdouble)(psychRect[kPsychBottom]));
}
char *PsychGetGLErrorNameString(GLenum errorConstant)
{
static char GL_NO_ERROR_str[] = "GL_NO_ERROR";
static char GL_INVALID_ENUM_str[] = "GL_INVALID_ENUM";
static char GL_INVALID_VALUE_str[] = "GL_INVALID_VALUE";
static char GL_INVALID_OPERATION_str[] = "GL_INVALID_OPERATION";
static char GL_STACK_OVERFLOW_str[] = "GL_STACK_OVERFLOW";
static char GL_STACK_UNDERFLOW_str[] = "GL_STACK_UNDERFLOW";
static char GL_OUT_OF_MEMORY_str[] = "GL_OUT_OF_MEMORY";
static char GL_TABLE_TOO_LARGE_str[] = "GL_TABLE_TOO_LARGE";
static char GL_INVALID_FRAMEBUFFER_OPERATION_EXT_str[] = "GL_INVALID_FRAMEBUFFER_OPERATION_EXT";
static char unrecognized_error_str[] = "unrecognized GL error constant";
switch(errorConstant){
case GL_NO_ERROR: return(GL_NO_ERROR_str);
case GL_INVALID_ENUM: return(GL_INVALID_ENUM_str);
case GL_INVALID_VALUE: return(GL_INVALID_VALUE_str);
case GL_INVALID_OPERATION: return(GL_INVALID_OPERATION_str);
case GL_STACK_OVERFLOW: return(GL_STACK_OVERFLOW_str);
case GL_STACK_UNDERFLOW: return(GL_STACK_UNDERFLOW_str);
case GL_OUT_OF_MEMORY: return(GL_OUT_OF_MEMORY_str);
case GL_TABLE_TOO_LARGE: return(GL_TABLE_TOO_LARGE_str);
case GL_INVALID_FRAMEBUFFER_OPERATION_EXT: return(GL_INVALID_FRAMEBUFFER_OPERATION_EXT_str);
}
return(unrecognized_error_str);
}
/*
* PsychGetGLErrorListString()
*/
psych_bool PsychGetGLErrorListString(const char **errorListStr)
{
#define MAX_GL_ERROR_LIST_LEN 2048
#define MAX_GL_ERROR_LIST_DELTA_LEN 256
static char errorListString[MAX_GL_ERROR_LIST_LEN];
char *errorNameStr;
int currentIndex, deltaStrLen, nextCurrentIndex;
GLenum glError;
psych_bool isError=FALSE;
// Skip this routine with "no error" return status, if kPsychAvoidCPUGPUSync
// is set as conserveVRAM setting by usercode:
*errorListStr = NULL;
if (PsychPrefStateGet_ConserveVRAM() & kPsychAvoidCPUGPUSync) return(FALSE);
currentIndex=0;
for(glError=glGetError(); glError!=GL_NO_ERROR; glError=glGetError()){
errorNameStr=PsychGetGLErrorNameString(glError);
deltaStrLen = (int) strlen(errorNameStr)+2; //2 chars: comma and space
nextCurrentIndex=currentIndex+deltaStrLen;
if (nextCurrentIndex >= MAX_GL_ERROR_LIST_LEN)
PsychErrorExitMsg(PsychError_internal,"string memory overflow");
if (isError)
sprintf(&(errorListString[currentIndex]), " ,%s", errorNameStr);
else
sprintf(&(errorListString[currentIndex]), "%s", errorNameStr);
currentIndex=nextCurrentIndex;
isError=TRUE;
}
if(isError)
*errorListStr=errorListString;
else
*errorListStr=NULL;
return(isError);
}
void PsychTestForGLErrorsC(int lineNum, const char *funcName, const char *fileName)
{
psych_bool isError;
const char *glErrorListString;
isError=PsychGetGLErrorListString(&glErrorListString);
if (isError)
PsychErrorExitC(PsychError_OpenGL,
glErrorListString,
lineNum,
funcName,
fileName);
}
/*
PsychExtractQuadVertexFromRect()
Return one of the four vertices define by a Psych rect in a 2-element array of GLdoubles.
Vertices are numbered from the top left corner (0) clockwise to the bottom left corner (3).
*/
GLdouble *PsychExtractQuadVertexFromRect(double *rect, int vertexNumber, GLdouble *vertex)
{
switch(vertexNumber){
case 0:
vertex[0]=(GLdouble)rect[0];
vertex[1]=(GLdouble)rect[1];
break;
case 1:
vertex[0]=(GLdouble)rect[2];
vertex[1]=(GLdouble)rect[1];
break;
case 2:
vertex[0]=(GLdouble)rect[2];
vertex[1]=(GLdouble)rect[3];
break;
case 3:
vertex[0]=(GLdouble)rect[0];
vertex[1]=(GLdouble)rect[3];
break;
default:
PsychErrorExitMsg(PsychError_internal, "Illegal vertex value");
}
return(vertex);
}
/* PsychPrepareRenderBatch()
*
* Perform setup for a batch of render requests for a specific primitive. Some 2D Screen
* drawing commands allow to specify a list of primitives to draw instead of only a single
* one. E.g. 'DrawDots' allows to draw thousands of dots with one single DrawDots command.
* This helper routine is called by such batch-capable commands. It checks which input arguments
* are provided and if it's a single one or multiple ones. It sets up the rendering pipe accordingly,
* performing required conversion steps. The actual drawing routine just needs to perform primitive
* specific code.
*/
void PsychPrepareRenderBatch(PsychWindowRecordType *windowRecord, int coords_pos, int* coords_count, double** xy, int colors_pos, int* colors_count, int* colorcomponent_count, double** colors, unsigned char** bytecolors, int sizes_pos, int* sizes_count, double** size, psych_bool usefloat)
{
PsychColorType color;
int m,n,p,mc,nc,pc;
int i, nrpoints, nrsize;
psych_bool isArgThere, isdoublecolors, isuint8colors, usecolorvector, needxy;
double *tmpcolors, *pcolors, *tcolors;
double convfactor, whiteValue;
float *pcolorsf, *tcolorsf;
float convfactorf;
unsigned char *pcolorsb, *tcolorsb;
needxy = (coords_pos > 0) ? TRUE: FALSE;
coords_pos = abs(coords_pos);
colors_pos = abs(colors_pos);
sizes_pos = abs(sizes_pos);
// Get mandatory or optional xy coordinates argument
isArgThere = PsychIsArgPresent(PsychArgIn, coords_pos);
if(!isArgThere && needxy) {
PsychErrorExitMsg(PsychError_user, "No position argument supplied");
}
if (isArgThere) {
if (usefloat) {
PsychAllocInFloatMatArg(coords_pos, TRUE, &m, &n, &p, (float**) xy);
}
else {
PsychAllocInDoubleMatArg(coords_pos, TRUE, &m, &n, &p, xy);
}
if (p!=1 || (m!=*coords_count && (m*n)!=*coords_count)) {
printf("PTB-ERROR: Coordinates must be a %i tuple or a %i rows vector.\n", *coords_count, *coords_count);
PsychErrorExitMsg(PsychError_user, "Invalid format for coordinate specification.");
}
if (m!=1) {
nrpoints=n;
*coords_count = n;
}
else {
// Special case: 1 row vector provided for single argument.
nrpoints=1;
*coords_count = 1;
}
}
else {
nrpoints = 0;
*coords_count = 0;
}
if (size) {
// Get optional size argument
isArgThere = PsychIsArgPresent(PsychArgIn, sizes_pos);
if (!isArgThere) {
// No size provided: Use a default size of 1.0:
*size = (double *) PsychMallocTemp(sizeof(double));
if (usefloat)
**((float**) size) = 1;
else
*size[0] = 1;
nrsize=1;
} else {
if (usefloat) {
PsychAllocInFloatMatArg(sizes_pos, TRUE, &m, &n, &p, (float**) size);
}
else {
PsychAllocInDoubleMatArg(sizes_pos, TRUE, &m, &n, &p, size);
}
if (p!=1) PsychErrorExitMsg(PsychError_user, "Size must be a scalar or a vector with one column or row");
nrsize=m*n;
if (nrsize!=nrpoints && nrsize!=1 && *sizes_count!=1) PsychErrorExitMsg(PsychError_user, "Size vector must contain one size value per item.");
}
*sizes_count = nrsize;
}
// Check if color argument is provided:
isArgThere = PsychIsArgPresent(PsychArgIn, colors_pos);
if(!isArgThere) {
// No color argument provided - Use defaults:
whiteValue=PsychGetWhiteValueFromWindow(windowRecord);
PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
usecolorvector=false;
}
else {
// Some color argument provided. Check first, if it's a valid color vector:
if (usefloat) {
isdoublecolors = PsychAllocInFloatMatArg(colors_pos, kPsychArgAnything, &mc, &nc, &pc, (float**) colors);
}
else {
isdoublecolors = PsychAllocInDoubleMatArg(colors_pos, kPsychArgAnything, &mc, &nc, &pc, colors);
}
isuint8colors = PsychAllocInUnsignedByteMatArg(colors_pos, kPsychArgAnything, &mc, &nc, &pc, bytecolors);
// Do we have a color vector, aka one element per vertex?
if ((isdoublecolors || isuint8colors) && pc==1 && mc!=1 && nc==nrpoints && nrpoints>1) {
// Looks like we might have a color vector... ... Double-check it:
if (mc!=3 && mc!=4) PsychErrorExitMsg(PsychError_user, "Color vector must be a 3 or 4 row vector");
// Yes. colors is a valid pointer to it.
usecolorvector=true;
if (isdoublecolors) {
if (fabs(windowRecord->colorRange)!=1) {
// We have to loop through the vector and divide all values by windowRecord->colorRange, so the input values
// 0-colorRange get mapped to the range 0.0-1.0, as OpenGL expects values in range 0-1 when
// a color vector is passed in Double- or Float format.
// This is inefficient, as it burns some cpu-cycles, but necessary to keep color
// specifications consistent in the PTB - API.
if (usefloat) {
// OpenGL-ES 1 code path: Color arrays must have 4 component RGBA spec in
// single precision float format. Make it so:
convfactorf = (float) (1.0 / fabs(windowRecord->colorRange));
tmpcolors = PsychMallocTemp(sizeof(float) * nc * 4);
pcolorsf = (float*) *colors;
tcolorsf = (float*) tmpcolors;
if (mc == 4) {
// 4 channel RGBA input: Normalize.
for (i=0; i<(nc*mc); i++) {
*(tcolorsf++) = *(pcolorsf++) * convfactorf;
}
}
else {
// 3 channel RGB input: Normalize RGB, add a 1.0 alpha channel:
for (i=0; i < nc; i++) {
*(tcolorsf++) = *(pcolorsf++) * convfactorf;
*(tcolorsf++) = *(pcolorsf++) * convfactorf;
*(tcolorsf++) = *(pcolorsf++) * convfactorf;
*(tcolorsf++) = 1.0;
}
}
}
else {
// Desktop OpenGL:
convfactor = 1.0 / fabs(windowRecord->colorRange);
tmpcolors=PsychMallocTemp(sizeof(double) * nc * mc);
pcolors = *colors;
tcolors = tmpcolors;
for (i=0; i<(nc*mc); i++) {
*(tcolors++)=(*pcolors++) * convfactor;
}
}
}
else {
// colorRange is == 1 --> No remapping needed as colors are already in proper range.
if (usefloat && (mc == 3)) {
// OpenGL-ES 1 and only 3 channel RGB input: Extend to RGBA:
tmpcolors = PsychMallocTemp(sizeof(float) * nc * 4);
pcolorsf = (float*) *colors;
tcolorsf = (float*) tmpcolors;
// 3 channel RGB input: Add a 1.0 alpha channel:
for (i = 0; i < nc; i++) {
*(tcolorsf++) = *(pcolorsf++);
*(tcolorsf++) = *(pcolorsf++);
*(tcolorsf++) = *(pcolorsf++);
*(tcolorsf++) = 1.0;
}
}
else {
// Desktop OpenGL: Just setup pointer to our unaltered input color vector:
tmpcolors=*colors;
}
}
*colors = tmpcolors;
}
else {
// Color vector in uint8 format. Nothing to do, unless this is OpenGL-ES 1 and
// input is only RGB instead of required RGBA:
if (usefloat && (mc == 3)) {
// OpenGL-ES 1 and only 3 channel RGB input: Extend to RGBA:
tmpcolors = PsychMallocTemp(nc * 4);
pcolorsb = *bytecolors;
tcolorsb = (unsigned char*) tmpcolors;
// 3 channel RGB input: Add a 1.0 aka 255 alpha channel:
for (i = 0; i < nc; i++) {
*(tcolorsb++) = *(pcolorsb++);
*(tcolorsb++) = *(pcolorsb++);
*(tcolorsb++) = *(pcolorsb++);
*(tcolorsb++) = 255;
}
*bytecolors = (unsigned char*) tmpcolors;
}
}
}
else {
// No color vector provided: Check for a single valid color triplet or quadruple:
usecolorvector=false;
isArgThere=PsychCopyInColorArg(colors_pos, TRUE, &color);
}
}
// OpenGL-ES 1 always has 4 component RGBA color vectors:
if (usefloat) mc = 4;
// Enable this windowRecords framebuffer as current drawingtarget:
PsychSetDrawingTarget(windowRecord);
// Setup default drawshader:
PsychSetShader(windowRecord, -1);
// Setup alpha blending properly:
PsychUpdateAlphaBlendingFactorLazily(windowRecord);
// Setup common color for all objects if no color vector has been provided:
if (!usecolorvector) {
PsychCoerceColorMode(&color);
PsychSetGLColor(&color, windowRecord);
*colors_count = 1;
}
else {
*colors_count = nc;
}
*colorcomponent_count = mc;
return;
}
/* Emit a single pixel in top-left corner of window and wait for its rendering
* to complete. Our classic trick to wait for double-buffer swap completion on
* systems where we don't have better system-provided timestamping and syncing
* methods. This needs different implementations on classic OpenGL vs. non-
* immediate mode OpenGL.
*
* A 'flushOnly' flag of TRUE will only flush, not wait.
*
*/
void PsychWaitPixelSyncToken(PsychWindowRecordType *windowRecord, psych_bool flushOnly)
{
// Classic desktop OpenGL in use?
if (PsychIsGLClassic(windowRecord)) {
// Yes. Use our classic fixed-function immediate mode method:
glBegin(GL_POINTS);
glColor4f(0, 0, 0, 0);
glVertex2i(10, 10);
glEnd();
}
else {
// No. Avoid immediate mode functions, they won't work:
GLfloat glverts[2] = { 10, 10 };
glVertexPointer(2, GL_FLOAT, 0, glverts);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_POINTS, 0, 1);
glDisableClientState(GL_VERTEX_ARRAY);
}
// flushOnly flag - Don't wait for write to happen, just flush it:
if (!flushOnly) {
// Wait for write completion - Used for sync and timestamping:
glFinish();
}
else {
// Only flush:
glFlush();
}
if (flushOnly && (PsychPrefStateGet_Verbosity() > 15)) printf("PTB-DEBUG: PixelSyncToken write + glFlush().\n");
}
GLenum PsychGLFloatType(PsychWindowRecordType *windowRecord)
{
// On OpenGL-ES we only have GL_FLOAT data type, not GL_DOUBLE, so we need
// to convert all double input data into float data for the calling routine:
return((PsychIsGLES(windowRecord)) ? GL_FLOAT : GL_DOUBLE);
}
psych_bool PsychIsGLES(PsychWindowRecordType *windowRecord)
{
// No windowRecord (NULL) given? Use cached global api type:
if (!windowRecord) return((global_glApiType > 0) ? TRUE : FALSE);
// windowRecord given. Cache its api type as global api type:
global_glApiType = windowRecord->glApiType;
// And return decision based on its api type:
return((windowRecord->glApiType > 0) ? TRUE : FALSE);
}
psych_bool PsychIsGLClassic(PsychWindowRecordType *windowRecord)
{
// No windowRecord (NULL) given? Use cached global api type:
if (!windowRecord) return((global_glApiType == 0) ? TRUE : FALSE);
// windowRecord given. Cache its api type as global api type:
global_glApiType = windowRecord->glApiType;
// And return decision based on its api type:
return((windowRecord->glApiType == 0) ? TRUE : FALSE);
}
#define PSYCH_MAX_IMMSIM_VERTEX_COMPONENTS 4*3*16384
static unsigned int gl_buffer_index = 0;
static GLenum gl_buffer_primitivetype;
static float gl_buffer[PSYCH_MAX_IMMSIM_VERTEX_COMPONENTS];
static float currentTexCoord[4] = { 0, 0, 0, 1 };
void PsychGLBegin(PsychWindowRecordType *windowRecord, GLenum primitive)
{
// Classic OpenGL? Use glBegin() and be done:
if (PsychIsGLClassic(windowRecord)) {
glBegin(primitive);
return;
}
// OpenGL 3+ or OpenGL-ES. Need to emulate immediate mode stuff:
if (gl_buffer_index > 0) PsychErrorExitMsg(PsychError_internal, "PsychGLBegin() called while already inside PsychGLBegin() block!");
// Assign primitive for this Begin->End block:
gl_buffer_primitivetype = primitive;
return;
}
void PsychGLEnd(PsychWindowRecordType *windowRecord)
{
// Classic OpenGL? Use glEnd() and be done:
if (PsychIsGLClassic(windowRecord)) {
glEnd();
return;
}
// OpenGL 3+ or OpenGL-ES. Need to emulate immediate mode stuff:
// Work to do?
if (gl_buffer_index > 0) {
// Yes: Submit draw call:
glVertexPointer(4, GL_FLOAT, 4 * 3 * sizeof(float), &gl_buffer[0 * 4]);
glColorPointer(4, GL_FLOAT, 4 * 3 * sizeof(float), &gl_buffer[1 * 4]);
glTexCoordPointer(4, GL_FLOAT, 4 * 3 * sizeof(float), &gl_buffer[2 * 4]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(gl_buffer_primitivetype, 0, gl_buffer_index / (4 * 3));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
// Reset primitive for this Begin->End block:
gl_buffer_primitivetype = (GLenum) 0xffff;
gl_buffer_index = 0;
return;
}
void PsychGLVertex4f(PsychWindowRecordType *windowRecord, float x, float y, float z, float w)
{
// Classic OpenGL? Use glEnd() and be done:
if (PsychIsGLClassic(windowRecord)) {
glVertex4f(x,y,z,w);
return;
}
// Make sure we don't overflow our internal static vertex array bufer:
if (gl_buffer_index > PSYCH_MAX_IMMSIM_VERTEX_COMPONENTS - 12) {
printf("PTB-ERROR: Overflow of internal immediate mode rendering buffer! Limit of %i components reached.\n", PSYCH_MAX_IMMSIM_VERTEX_COMPONENTS);
printf("PTB-ERROR: You must reduce the workload, or your stimulus image will be damaged. Likely culprit is Screen('Fill/FrameOval') with too high level of detail!\n\n");
return;
}
// Store (x,y,z,w) vertex pos first:
gl_buffer[gl_buffer_index++] = x;
gl_buffer[gl_buffer_index++] = y;
gl_buffer[gl_buffer_index++] = z;
gl_buffer[gl_buffer_index++] = w;
// Then current color (r,g,b,a):
gl_buffer[gl_buffer_index++] = (float) currentColor[0];
gl_buffer[gl_buffer_index++] = (float) currentColor[1];
gl_buffer[gl_buffer_index++] = (float) currentColor[2];
gl_buffer[gl_buffer_index++] = (float) currentColor[3];
// Then current texture coordinates (s,t,u,v):
gl_buffer[gl_buffer_index++] = currentTexCoord[0];
gl_buffer[gl_buffer_index++] = currentTexCoord[1];
gl_buffer[gl_buffer_index++] = currentTexCoord[2];
gl_buffer[gl_buffer_index++] = currentTexCoord[3];
return;
}
void PsychGLColor4f(PsychWindowRecordType *windowRecord, float r, float g, float b, float a)
{
double colors[4];
colors[0] = r;
colors[1] = g;
colors[2] = b;
colors[3] = a;
PsychSetArrayColor(windowRecord, 0, 4, colors, NULL);
}
void PsychGLTexCoord4f(PsychWindowRecordType *windowRecord, float s, float t, float u, float v)
{
// Classic OpenGL? Use glEnd() and be done:
if (PsychIsGLClassic(windowRecord)) {
glTexCoord4f(s, t, u, v);
return;
}
currentTexCoord[0] = s;
currentTexCoord[1] = t;
currentTexCoord[2] = u;
currentTexCoord[3] = v;
}
void PsychGLRectd(PsychWindowRecordType *windowRecord, double x1, double y1, double x2, double y2)
{
// Classic OpenGL? Use glRectd() and be done:
if (PsychIsGLClassic(windowRecord)) {
glRectd(x1, y1, x2, y2);
return;
}
// Want to emulate a GL_QUAD draw: We do it as a triangle strip:
GLBEGIN(GL_TRIANGLE_STRIP);
GLVERTEX2d(x1, y1);
GLVERTEX2d(x2, y1);
GLVERTEX2d(x1, y2);
GLVERTEX2d(x2, y2);
GLEND();
}
/* A rather lame implementation of gluDisc() - OpenGL-ES compatible, but as inefficient as
* it gets. Good enough for a start though...
*
* Thinking about this was avoided by adapting freely available sample code from Thomas Visser:
* http://www.cocos2d-iphone.org/forum/topic/2207
*
*/
void PsychDrawDisc(PsychWindowRecordType *windowRecord, float xc, float yc, float innerRadius, float outerRadius, int numSlices, float xScale, float yScale, float startAngle, float arcAngle)
{
float Rads, outerX, outerY, innerX, innerY;
int i;
#ifndef M_PI
#define M_PI 3.141592654
#endif
// Sweep clock-wise over arcAngle degrees, split up into 'numSlices' steps:
float step = (float) ((arcAngle * 2 * M_PI / 360) / (float) numSlices);
// Start at startAngle degrees, where 0 deg. = Upward, 90 deg. = Rightward.
startAngle = (float) (M_PI/2 - startAngle * 2 * M_PI / 360);
GLBEGIN(GL_TRIANGLE_STRIP);
for (i = 0; i <= numSlices; i++) {
// calculating the current vertice on the outer side of the segment
Rads = startAngle - i * step;
outerX = xScale * outerRadius * (float) cos( Rads );
outerY = yScale * outerRadius * (float) sin( Rads );
GLVERTEX2f(xc + outerX, yc + outerY);
// calculating the current vertice on the inner side of the segment
innerX = xScale * innerRadius * (float) cos( Rads );
innerY = yScale * innerRadius * (float) sin( Rads );
GLVERTEX2f(xc + innerX, yc + innerY);
}
GLEND();
return;
}
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