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/*
* Psychtoolbox3/Source/Common/SCREENglMatrixFunctionWrappers.c
*
* AUTHORS:
*
* Mario Kleiner mk mario.kleiner.de@gmail.com
*
* PLATFORMS:
*
* Platform independent.
*
* HISTORY:
*
* 11/1/05 mk Created.
*
* DESCRIPTION:
*
* This file provides wrapper functions that provide direct low-level access
* to the OpenGL matrix functions: Manipulation of projection-, modelview- and
* texture matrices, matrix stacks and standard transforms like translation,
* rotation and scaling.
*
* The corresponding Screen - Subfunctions have a syntax that matches the syntax
* of the corresponding glXXX functions as closely as possible, so users can
* read about proper usage of this functions in any OpenGL textbook.
*
* The file also contains the interface code for 'BeginOpenGL' and 'EndOpenGL'.
* This probably needs to be moved somewhere else in the future.
*/
#include "Screen.h"
// Handle of window record before exec of 'BeginOpenGL' -- used in matching 'EndOpenGL' call:
static PsychWindowRecordType *preswitchWindowRecord = NULL;
static int sharecontext = 0;
PsychError SCREENBeginOpenGL(void)
{
static char useString[] = "Screen('BeginOpenGL', windowPtr [, sharecontext=0]);";
static char synopsisString[] =
"Prepare window 'windowPtr' for OpenGL rendering by external OpenGL code. "
"This allows to use OpenGL drawing routines other than the ones implemented "
"in Screen() to draw to a Psychtoolbox onscreen- or offscreen window via execution of "
"OpenGL commands. Typical clients of this function are mogl (Richard F. Murrays OpenGL for Matlab wrapper), "
"the new Eyelink-Toolbox and third party Matlab Mex-Files which contain OpenGL rendering routines. "
"You *have to* call this command once before using any of those external drawing commands for the window. "
"After drawing, you *must* switch back to PTB's rendering via the Screen('EndOpenGL', windowPtr); command. "
"Normally, you won't provide the optional flag 'sharecontext', so PTB will automatically isolate the OpenGL "
"state of your code from its internal state. However, if you provide sharecontext=1, then PTB will allow "
"your code to use and affect PTBs internal context. Only do this if you really know what you're doing! "
"If you provide sharecontext=2 then PTB will give you your own private context, but it will synchronize "
"the state of that context with its internal state - Seldomly needed, but here for your convenience. Caution: "
"sharecontext=2 is not supported on all operating systems and gpu's, e.g., not on OSX, so avoid if you can! "
"The context state isolation is as strict as possible without seriously affecting performance and functionality: "
"All OpenGL context state is separated, with two exceptions: The framebuffer binding (if any) is always synchronized "
"with PTB (and reset to zero when calling 'EndOpenGL' or another Screen command) to allow external code to transparently "
"render into PTBs internal framebuffers - Needed for the imaging pipeline to work. Ressources like textures, display lists, "
"FBOs, VBOs, PBOs and GLSL shaders are shared between PTB and your code as well for efficiency reasons. Both types of "
"ressource sharing shouldn't be a problem, because either you are a beginner or advanced OpenGL programmer and won't use "
"those facilities anyway, or you are an expert user - in which case you'll know how to prevent any conflicts easily.";
static char seeAlsoString[] = "EndOpenGL SetOpenGLTexture GetOpenGLTexture moglcore";
PsychWindowRecordType *windowRecord;
GLint fboid, coltexid, ztexid, stexid;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(2)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(1)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// Already in userspace mode?
if (PsychIsUserspaceRendering())
PsychErrorExitMsg(PsychError_user, "Tried to call Screen('BeginOpenGL'), but userspace rendering is already active! Missing or mismatched Screen('EndOpenGL')? Check your code.");
// (Optional) context sharing flag provided?
sharecontext = 0;
PsychCopyInIntegerArg(2, FALSE, &sharecontext);
if (sharecontext<0 || sharecontext>2)
PsychErrorExitMsg(PsychError_user, "Invalid value for 'sharecontext' provided. Not in range 0 to 2.");
// Master override: If context isolation is disabled then we use the PTB internal context...
if (PsychPrefStateGet_ConserveVRAM() & kPsychDisableContextIsolation) sharecontext = 1;
// Set it as drawing target: This will set up the proper FBO bindings as well:
PsychSetDrawingTarget(windowRecord);
// Store it as a reference for later 'EndOpenGL' call:
preswitchWindowRecord = windowRecord;
// Userspace wants its own private rendering context, optionally updated to match PTBs internal state?
if (sharecontext == 0 || sharecontext == 2) {
// Yes. This is the normal case for 3D rendering. MOGLs and PTBs contexts are separated to
// increase robustness, only ressources like textures, display lists, PBO's, VBO's, FBO's
// and GLSL shaders are shared, but not the current renderstate.
// Make sure 3D rendering is globally enabled, otherwise this is considered a userspace bug:
if (PsychPrefStateGet_3DGfx()==0)
PsychErrorExitMsg(PsychError_user, "Tried to call 'BeginOpenGL' for external rendering, but 3D rendering not globally enabled! Call 'InitializeMatlabOpenGL' at the beginning of your script!!");
// Query current FBO binding. We need to manually transfer this to the userspace context, so
// it can render into our window:
if (glBindFramebufferEXT) {
fboid = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fboid);
if (fboid>0) {
// Query attachments of FBO:
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, &coltexid);
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, &ztexid);
glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, &stexid);
}
}
// Flush our context before context switch:
glFlush();
// Unbind possible FBOs, so system FB is active in our context:
if (glBindFramebufferEXT && (fboid > 0)) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glFlush();
}
// Switch to userspace context for this window, optionally sync state with PTBs context:
PsychOSSetUserGLContext(windowRecord, (sharecontext==2) ? TRUE : FALSE);
// All following ops apply to the usercontext, not our internal context:
// Manually establish proper FBO binding for userspace. This will get reset automaticaly on back-transition
// inside PsychSetGLContext on its first invocation. If we are in non-imaging mode then there's nothing to do.
if (glBindFramebufferEXT && (fboid > 0)) {
if (!glIsFramebufferEXT(fboid)) {
// Special case: Need to bind a special FBO and the underlying OpenGL driver is faulty,
// i.e. it doesn't share FBO names accross our OpenGL contexts as it should according to
// spec.: We manually create a clone of our internal FBO - Create an FBO in the userspace
// context with the same FBO handle, then manually reattach the proper attachments...
if (PsychPrefStateGet_Verbosity()>1)
printf("PTB-WARNING: Faulty graphics driver - FBO sharing doesn't work properly, trying work-around. Update your drivers as soon as possible!\n");
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboid);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_EXT, coltexid, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_EXT, ztexid, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_EXT, stexid, 0);
if (GL_FRAMEBUFFER_COMPLETE_EXT != glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)) {
// Game over :(
PsychErrorExitMsg(PsychError_internal, "Graphics driver malfunction: Failed to clone PTBs internal FBO for userspace GLContext inside SCREENBeginOpenGL as part of workaround code! Upgrade your gfx-drivers!!");
}
// If we reach this point, then the workaround for the worst OS in existence has worked.
}
else {
// Need to bind a special FBO and the system works correctly - no workaround needed. Just bind it in new context:
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboid);
}
}
// Is this the first time that the userspace rendering context of this
// onscreen window is selected for real userspace rendering?
if (windowRecord->needsViewportSetup && PsychIsOnscreenWindow(windowRecord)) {
// Yes. Need to perform one-time setup actions for this context:
windowRecord->needsViewportSetup = FALSE;
// Need to setup glViewPort, scissor rectangle, projection and modelview
// matrices to values that match the windows client rectangle. We need to
// do this here because some imaging pipeline display modes, e.g, stereomodes
// for top-bottom stereo or dualview stereo may have altered the useable client
// rendering area after the context was initially created. OpenGL spec states that
// at least the viewport and scissor rectangles are set to the full client window
// area at first bind of a context to its drawable, so we emulate this here on first
// 'BeginOpenGL' to avoid unpleasant surprises for unsuspecting users:
PsychSetupView(windowRecord, FALSE);
// Are we supposed to use sRGB rendering and blending on capable framebuffers? Enable, if so:
if (windowRecord->imagingMode & kPsychEnableSRGBRendering)
glEnable(GL_FRAMEBUFFER_SRGB);
}
// Running without imaging pipeline and a stereo mode is active?
if ((windowRecord->stereomode > 0) && !(windowRecord->imagingMode & kPsychNeedFastBackingStore)) {
// Perform setup work for stereo drawbuffers in fixed function mode:
PsychSwitchFixedFunctionStereoDrawbuffer(windowRecord);
}
// OpenGL 3.1+ core-profile context requested for userspace rendering?
// If so, we need to discard some OpenGL errors caused by our switching
// logic above not being adapted to core profiles:
if (PsychPrefStateGet_3DGfx() & 4) {
// Reset all error state for this userspace context:
while (glGetError()!=GL_NO_ERROR) {};
// Note this whole core profile stuff is a big hack atm. If it works,
// it may only work by some luck, rather than design. E.g., moglcore
// does its own glewInit() which may or may not get confused when
// confronted with a mix of legacy and core contexts, and other stuff
// like GLUT that isn't core OpenGL ready at all. Anyway, was easy enough
// to add this for some tinkering, so no harm done...
}
}
else {
// Userspace shares context with PTB. Let's disable possibly bound GLSL shaders:
PsychSetShader(windowRecord, 0);
}
// Check for GL errors:
PsychTestForGLErrors();
// Set the userspace flag:
PsychSetUserspaceGLFlag(TRUE);
// Ready for userspace rendering:
return(PsychError_none);
}
PsychError SCREENEndOpenGL(void)
{
static char useString[] = "Screen('EndOpenGL', windowPtr);";
static char synopsisString[] =
"Finish OpenGL rendering by external OpenGL code, prepare 2D drawing into window 'windowPtr'.\n"
"This is the counterpart to Screen('BeginOpenGL'). Whenever you used Screen('BeginOpenGL') to enable "
"external OpenGL drawing from Matlab, you *must* call Screen('EndOpenGL') when you're finished with a "
"window, either because you want to draw into a different window, or you want to use a Screen command. "
"Psychtoolbox will abort your script if you omit this command. ";
static char seeAlsoString[] = "BeginOpenGL SetOpenGLTexture GetOpenGLTexture moglcore";
PsychWindowRecordType *windowRecord;
GLenum error;
GLint fboid;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(1)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(1)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// In userspace mode?
if (!PsychIsUserspaceRendering())
PsychErrorExitMsg(PsychError_user, "Tried to call Screen('EndOpenGL'), but userspace rendering is already disabled! Missing or mismatched Screen('BeginOpenGL')? Check your code.");
// Check for OpenGL errors in external code:
if (!(PsychPrefStateGet_ConserveVRAM() & kPsychAvoidCPUGPUSync) && ((error=glGetError())!=GL_NO_ERROR)) {
printf("PTB-ERROR: Some of your external OpenGL code executed between last invocation of Screen('BeginOpenGL') and\n");
printf("PTB-ERROR: Screen('EndOpenGL') produced an OpenGL error condition. Please check your code. The reported GL\n");
printf("PTB-ERROR: error was: %s\n\n", (const char*) gluErrorString(error));
// Reset further error state for this context:
while (glGetError()!=GL_NO_ERROR) {};
// Abort script:
PsychErrorExitMsg(PsychError_user, "Failure in external OpenGL code.");
}
// Reset userspace rendering flag:
PsychSetUserspaceGLFlag(FALSE);
// Switch to our windows own OpenGL context and enable it as drawingtarget:
// MK: Note to self at 31. July 2012, after thinking about this for > 1 hour:
// The fboid and preswitchWindowRecord code looks redundant and as if it could
// get replaced by a simple PsychSetDrawingTarget(NULL) call in 'BeginOpenGL', to
// let the PsychSetDrawingTarget(windowRecord); call below do all the work, but
// *this is not the case* !!! Do not touch it! It is good as it is.
//
// Reason: The intermediate switching Voodoo is needed if PTB is used with the
// imaging pipeline (partially) disabled for at least one of the participating
// windows. We need the global currentRenderTarget to stay what it is aka
// preswitchWindowRecord, and not turn to NULL while 3D rendering, because
// we must not trigger the transition logic from NULL to windowRecord in the call to
// PsychSetDrawingTarget(windowRecord); -- This would trigger a restore operation of
// the framebuffer as it was pre-BeginOpenGL from the shadow framebuffer backup textures,
// thereby undoing all the rendering work between BeginOpenGL and EndOpenGL.
//
// The only way we could get safely rid of this logic would be to always have the imaging
// pipeline enabled on all windows -- to make OpenGL 2.1 with FBO extension and all other
// required extensions mandatory for use of PTB. Iow., we would drop support for all GPU's
// older than about OpenGL-3 / Direct3D-10 and would accept a significant memory overhead
// for using all the FBO backing and FBO blitting even in use cases where enabling the
// full pipeline has no benefit whatsoever. This would be a bad tradeoff, saving a fraction
// of a millisecond here (potentially) while wasting dozens of MB VRAM+RAM and adding 1
// millisecond overhead and increased hardware spec requirements to any PTB script.
//
// Ok, we *can* skip it if sharecontext flag has been set to 1 to (ab)use the Screen() 2D internal
// OpenGL rendering context for 3D userspace rendering. In that case no actual context switching
// or change of framebuffer FBO bindings or any kind of framebuffer shadow backup-restore happens,
// so the whole 'BeginOpenGL' -> 'EndOpenGL' call sequence is mostly a no-op. The only thing done
// is setting the 2D drawingtarget at 'Begin/EndOpenGL' time if needed, to get the buffer bindings
// and viewports / scissors / matrices et al. correct, setting of the userspace flag, and some
// glGetError() error checking if not disabled by usercode.
if (sharecontext == 0 || sharecontext == 2) {
// Current state: Userspace context bound, possibly with a FBO binding active.
// Internal drawingtarget is still set properly in our internal inactive context,
// but possible FBO bindings are not set.
//
// Wanted intermediate state: Unbind FBO in userspace context, unbind userspace context.
// Bind internal context, preserve its drawingtarget, but restore possible FBO
// bindings for that drawingtarget.
// Query current FBO binding in userspace context. We need to manually transfer this back to the PTB context, so
// it can render into our window:
if (glBindFramebufferEXT) {
fboid = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fboid);
}
// Bind OpenGL context of pre-userspacerendering-switch-state:
// This implicitely flushes the old context and unbinds any FBO's if neccessary
// before the transition:
PsychSetGLContext(preswitchWindowRecord);
// Rebind possible old FBOs:
if (glBindFramebufferEXT && (fboid > 0)) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboid);
}
// Reset error state for our internal context:
if (!(PsychPrefStateGet_ConserveVRAM() & kPsychAvoidCPUGPUSync)) while (glGetError()!=GL_NO_ERROR) {};
}
// Current intermediate state: Preswitch state restored, ie. the OpenGL context and
// FBO bindings (and as part of context state all viewport/matrix/scissor setups etc.)
// are set as it was before 'BeginOpenGL' was called. The drawingtarget is also the
// same.
// Avoid a no-op call to PsychSetDrawingTarget() as it would still perform a redundant no-op context-switch
// causing a bit of overhead:
if (windowRecord != preswitchWindowRecord) {
// This call binds our internal OpenGL context for the requested 'windowRecord' and sets up the windowRecord for drawing:
// It's a no-op if preswitch windowRecord == the requested windowRecord. Otherwise a standard context switch and drawing
// target switch will occur:
PsychSetDrawingTarget(windowRecord);
// Reset error state for our internal context:
if (!(PsychPrefStateGet_ConserveVRAM() & kPsychAvoidCPUGPUSync)) while (glGetError()!=GL_NO_ERROR) {};
}
// Reset preswitch record and state:
preswitchWindowRecord = NULL;
sharecontext = 0;
// Ready for internal rendering:
return(PsychError_none);
}
PsychError SCREENGetOpenGLDrawMode(void)
{
static char useString[] = "[targetwindow, IsOpenGLRendering] = Screen('GetOpenGLDrawMode');";
static char synopsisString[] =
"Return information about current OpenGL rendering state.\n"
"'targetwindow' is the window handle of the window that is currently enabled for "
"drawing. That is, the last window a Screen drawing command was drawing to, or "
"the window which is the current target for OpenGL rendering commands.\n"
"'IsOpenGLRendering' if equal to zero, then normal 2D Screen drawing is active. "
"If greater than zero, then Matlab OpenGL drawing is active, ie. a Screen('BeginOpenGL'); "
"command was executed and OpenGL code can draw into 'targetwindow'. ";
static char seeAlsoString[] = "BeginOpenGL EndOpenGL SetOpenGLTexture GetOpenGLTexture moglcore";
PsychWindowRecordType *windowRecord;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(0)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(0)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(2)); // The maximum number of outputs
windowRecord = PsychGetDrawingTarget();
// Return window handle of currently active drawing target window:
PsychCopyOutDoubleArg(1, FALSE, (double) ((windowRecord) ? windowRecord->windowIndex : 0));
// Return draw mode: OpenGL userspace rendering or Screen() internal rendering?
PsychCopyOutDoubleArg(2, FALSE, (double) PsychIsUserspaceRendering());
// Ready:
return(PsychError_none);
}
PsychError SCREENglPushMatrix(void)
{
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
static char useString[] = "Screen('glPushMatrix', windowPtr);";
static char synopsisString[] =
"Store a backup copy of active current OpenGL matrix on the matrix stack for later reuse. "
"The capacity of the matrix backup stack is limited, typically not more than 27 slots. For each call to glPushMatrix "
"you need to call glPopMatrix at the appropriate place to avoid overflowing the stack. "
"See <http://www.opengl.org/documentation/red_book_1.0/> Chapter 4 for detailed information.";
static char seeAlsoString[] = "";
PsychWindowRecordType *windowRecord;
GLint stack_cur, stack_max;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(1)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(1)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// Switch to windows OpenGL context:
PsychSetGLContext(windowRecord);
glMatrixMode(GL_MODELVIEW);
// Compare current fill level of matrix stack with maximum level: We reserve five
// stack-slots for PTB internal use, so at least that needs to be free before push.
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &stack_max);
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_cur);
if (stack_max - stack_cur < 6) {
printf("\nCouldn't push OpenGL-Modelview matrix because matrix stack is full! The most common reason is\n");
printf("forgetting to call glPopMatrix a matching number of times... \n");
printf("The maximum number of pushable matrices is %i -- Please check your code.\n", stack_max - 5);
PsychErrorExitMsg(PsychError_user, "Too many calls to glPushMatrix. Imbalance?");
}
// Execute push op:
glPushMatrix();
PsychTestForGLErrors();
//All psychfunctions require this.
return(PsychError_none);
}
PsychError SCREENglPopMatrix(void)
{
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
static char useString[] = "Screen('glPopMatrix', windowPtr);";
static char synopsisString[] =
"Restore an OpenGL matrix by fetching it from the matrix stack. "
"See <http://www.opengl.org/documentation/red_book_1.0/> Chapter 4 for detailed information.";
static char seeAlsoString[] = "";
PsychWindowRecordType *windowRecord;
GLint stack_cur;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(1)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(1)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// Switch to windows OpenGL context:
PsychSetGLContext(windowRecord);
glMatrixMode(GL_MODELVIEW);
// Compare current fill level of matrix stack with maximum level: We reserve five
// stack-slots for PTB internal use, so at least that needs to be free before push.
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_cur);
if (stack_cur < 2) {
printf("\nCouldn't pop matrix from top of OpenGL-Modelview matrix stack, because matrix stack is empty! The most common reason is\n");
printf("that you tried to call glPopMatrix more often than you called glPushMatrix -- Please check your code.\n");
PsychErrorExitMsg(PsychError_user, "Too many calls to glPopMatrix. Imbalance?!?");
}
// Execute pop operation:
glPopMatrix();
PsychTestForGLErrors();
//All psychfunctions require this.
return(PsychError_none);
}
PsychError SCREENglLoadIdentity(void)
{
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
static char useString[] = "Screen('glLoadIdentity', windowPtr);";
static char synopsisString[] =
"Reset an OpenGL matrix to its default identity setting. "
"See <http://www.opengl.org/documentation/red_book_1.0/> Chapter 4 for detailed information.";
static char seeAlsoString[] = "";
PsychWindowRecordType *windowRecord;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(1)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(1)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// Switch to windows OpenGL context:
PsychSetGLContext(windowRecord);
glLoadIdentity();
PsychTestForGLErrors();
//All psychfunctions require this.
return(PsychError_none);
}
PsychError SCREENglTranslate(void)
{
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
static char useString[] = "Screen('glTranslate', windowPtr, tx, ty [, tz]);";
// 1 2 3 4
static char synopsisString[] =
"Define a translation by (tx, ty, tz) in space, relative to the enclosing reference frame."
"See <http://www.opengl.org/documentation/red_book_1.0/> Chapter 4 for detailed information.";
static char seeAlsoString[] = "";
PsychWindowRecordType *windowRecord;
double tx, ty, tz;
// Default to zero-translation:
tx=ty=tz=0.0f;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(4)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(3)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// Fetch translation vector:
PsychCopyInDoubleArg(2, FALSE, &tx);
PsychCopyInDoubleArg(3, FALSE, &ty);
PsychCopyInDoubleArg(4, FALSE, &tz);
// Switch to windows OpenGL context:
PsychSetGLContext(windowRecord);
// Execute it:
glTranslated(tx, ty, tz);
PsychTestForGLErrors();
//All psychfunctions require this.
return(PsychError_none);
}
PsychError SCREENglScale(void)
{
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
static char useString[] = "Screen('glScale', windowPtr, sx, sy [, sz]);";
// 1 2 3 4
static char synopsisString[] =
"Define a scale transform by (sx, sy, sz) in space, relative to the enclosing reference frame."
"See <http://www.opengl.org/documentation/red_book_1.0/> Chapter 4 for detailed information.";
static char seeAlsoString[] = "";
PsychWindowRecordType *windowRecord;
double sx, sy, sz;
// Default to non-scale, aka scale by 1.0:
sx=sy=sz=1.0f;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(4)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(3)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// Fetch translation vector:
PsychCopyInDoubleArg(2, FALSE, &sx);
PsychCopyInDoubleArg(3, FALSE, &sy);
PsychCopyInDoubleArg(4, FALSE, &sz);
// Switch to windows OpenGL context:
PsychSetGLContext(windowRecord);
// Execute it:
glScaled(sx, sy, sz);
PsychTestForGLErrors();
//All psychfunctions require this.
return(PsychError_none);
}
PsychError SCREENglRotate(void)
{
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
static char useString[] = "Screen('glRotate', windowPtr, angle, [rx = 0], [ry = 0] ,[rz = 1]);";
// 1 2 3 4 5
static char synopsisString[] =
"Define a rotation transform by an angle of 'angle' degrees around the "
"axis defined by the vector (rx,ry,rz) in space, relative to the enclosing reference frame."
"See <http://www.opengl.org/documentation/red_book_1.0/> Chapter 4 for detailed information.";
static char seeAlsoString[] = "";
PsychWindowRecordType *windowRecord;
double rx, ry, rz;
double angle;
// Default to rotation around z-axis, aka in-plane rotation:
rx=ry=0;
rz=1;
// Default to a non-rotation (zero degrees):
angle=0;
//all sub functions should have these two lines
PsychPushHelp(useString, synopsisString,seeAlsoString);
if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
//check for superfluous arguments
PsychErrorExit(PsychCapNumInputArgs(5)); // The maximum number of inputs
PsychErrorExit(PsychRequireNumInputArgs(2)); // Number of required inputs.
PsychErrorExit(PsychCapNumOutputArgs(0)); // The maximum number of outputs
//get the window record from the window record argument and get info from the window record
PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
// Fetch rotation angle:
PsychCopyInDoubleArg(2, TRUE, &angle);
// Fetch rotation vector:
PsychCopyInDoubleArg(3, FALSE, &rx);
PsychCopyInDoubleArg(4, FALSE, &ry);
PsychCopyInDoubleArg(5, FALSE, &rz);
// Switch to windows OpenGL context:
PsychSetGLContext(windowRecord);
// Execute it:
glRotated(angle, rx, ry, rz);
PsychTestForGLErrors();
//All psychfunctions require this.
return(PsychError_none);
}
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