File: MinimalisticOpenGLDemo.m

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function MinimalisticOpenGLDemo(multiSample, imagingPipeline, checkerBoardTexture, doAccumulate, hdr)
% MinimalisticOpenGLDemo([multiSample][, imagingPipeline][, checkerBoardTexture][, doAccumulate=0][, hdr=0])
%
% This demo demonstrates use of OpenGL commands in a Matlab script to
% perform some very boring 3D rendering in Psychtoolbox.
%
% It shows a single static ball, lit with default lighting and exactly one
% light source. This is meant to demonstrate the minimum amount of code to
% draw anything visible with perspective projection. It also draws a static
% teapot and some little box with a cone as roof.
%
% Then it waits for a keyboard press.
%
% After that it demonstrates how to do basic texture mapping and animation:
% It loads a JPEG image of the earths surface from the filesystem, using
% Matlabs imread() function, then converts the image into a Psychtoolbox
% texture using Screen('MakeTexture'), then provides this texture as a
% standard OpenGL compatible texture using Screen('GetOpenGLTexture').
% This standard texture is applied to a sphere using standard OpenGL commands
% and finally the sphere is drawn as a rotating object in a simple animation
% loop. --> You'll see a rotating earth.
%
% Stop the demo by pressing any key and it will finish.
%
% The optional parameter 'multiSample' allows to enable anti-aliased
% drawing with 'multiSample' samples per pixel on hardware that supports
% this.
%
% The optional parameter 'imagingPipeline' allows (if set to non-zero
% value) to enable the PTB image processing pipeline, just to test that as
% well.
%
% The optional parameter 'checkerBoardTexture' allows (if set to non-zero
% value) to apply a checkerboard texture to the spinning sphere, instead of
% a "earth surface texture image". This demonstrates algorithmic texture
% generation and the use of trilinear mipmap filtering to improve image
% quality for high frequency edges and such...
%
% The optional parameter 'doAccumulate' allows to demonstrate an additional
% motion blur effect by use of the accumulation buffer. If you set the
% imagingPipeline flag to zero and doAccumulate to 1, then use of the -
% nowadays deprecated and extremely slow - accumulation buffer is
% demonstrated. If you set imagingPipeline to 1 and doAccumulate to 2 then
% a new fast technique is demonstrated. Both achieve the same visual effect
% with very similar code, but the latter technique is well supported on
% recent hardware, much more flexible and much faster.
%
% The optional parameter 'hdr' if set to 1 will set the window up for display
% on a HDR ("High Dynamic Range") display device if your system setup allows
% this. See "help PsychHDR" for system requirements and setup instructions.
%
% Notable implementation details regarding use of OpenGL:
%
% The call InitializeMatlabOpenGL at the top of the script initializes the
% Matlab-OpenGL toolbox and enables the 3D gfx support in Psychtoolbox to
% allow proper interfacing between the OpenGL toolbox and Psychtoolbox.
%
% After this call, all OpenGL functions are made available to Matlab with
% the same - or a very similar - calling syntax as in the C programming
% language. OpenGL constants are made available in a format that is optimized
% for Matlab, where the first underscore is replaced by a dot, e.g.,
% GL.DEPTH_TEST, instead of the C-style GL_DEPTH_TEST.
%
% In order to execute OpenGL 3D drawing commands to draw 3D stims into a
% Psychtoolbox Onscreen- or offscreen window, one needs to call
% Screen('BeginOpenGL', windowPtr). After OpenGL drawing and before
% execution of standard Screen() commands, one needs to call
% Screen('EndOpenGL', windowPtr) to tell Psychtoolbox that 3D drawing is
% finished.
%
% Some OpenGL functions that return complex parameters to Matlab are not
% yet implemented - this is work in progress. The performance will be also
% lower than when coding in a compiled language like C++ or C -- that's the
% Matlab tax you'll have to pay ;-)
%
% The toolbox checks after execution of each single OpenGL command if it
% caused some error. It aborts your script with an error message, if so. If
% you are happy with your code and want to disable these error checks in
% order to squeeze out a bit more speed, you can call
% InitializeMatlabOpenGL(0,0) instead of InitializeMatlabOpenGL at the top
% of your script. This will disable automatic error-checking. You can then
% use the commands gluErrorString or glGetError to perform manual error-checks
% in your code if you want.
%
% Apart from that, use of OpenGL for Matlab is the same as OpenGL for the C
% programming language. If you are used to OpenGL coding in C, it should be
% a zero effort transition to code in Matlab+PTB. If you don't know OpenGL
% then get yourself one of the many good books or visit one of the many
% OpenGL tutorials on the internet.
%
% The OpenGL Red Book is a great introduction and reference for OpenGL
% programming. Release 1.0 is available online, later releases can be
% purchased in any good book store:
%
% http://www.glprogramming.com/red/
%
% For more infos, code samples, tutorials, online documentation, go to:
%
% http://www.opengl.org
%
% The earth surface JPEG-image is taken from the Linux/KDE application
% kdeworldclock. kdeworldclock and its components are licensed under
% GPL. 

% 15-Dec-2005 -- created (RFM)
% 21-Jan-2006 -- Modified for use with OpenGL-Psychtoolbox (MK)
% 16-Feb-2006 -- Modified for use with new MOGL (MK)
% 05-Mar-2006 -- Cleaned up for public consumption (MK)
% 19-Apr-2006 -- Derived from SpinningCubeDemo (MK)
% 05-May-2006 -- Added some demo code for basic texture mapping (MK)
% 04-Aug-2015 -- Use modern way to setup imaging pipeline (MK)

if nargin < 1
    multiSample = 0;
end

if isempty(multiSample)
    multiSample = 0;
end

if nargin < 2
    imagingPipeline = [];
end

if isempty(imagingPipeline)
    imagingPipeline = 0;
end

if imagingPipeline > 0
    imagingPipeline = 1;
else
    imagingPipeline = 0;
end

if nargin < 3
    checkerBoardTexture = [];
end

if isempty(checkerBoardTexture)
    checkerBoardTexture = 0;
end

if nargin < 4
    doAccumulate = [];
end

if isempty(doAccumulate)
    doAccumulate = 0;
end

if nargin < 5 || isempty(hdr)
    hdr = 0;
end

% Need imagingPipeline for HDR:
if hdr
    imagingPipeline = 1;
end

if (doAccumulate >= 2) && (imagingPipeline == 0)
    error('You must set the imagingPipeline flag to 1 if you set doAccumulate to 2!');
end

if (doAccumulate == 1) && (imagingPipeline > 0)
    error('You must set the imagingPipeline flag to 0 if you set doAccumulate to 1!');
end

if doAccumulate == 1
    doAccum = 2;
else
    doAccum = 0;
end

% Is the script running in OpenGL Psychtoolbox? Abort, if not.
PsychDefaultSetup(1);

% Find the screen to use for display:
screenid=max(Screen('Screens'));

% Setup Psychtoolbox for OpenGL 3D rendering support and initialize the
% mogl OpenGL for Matlab wrapper: A special setting of doAccum == 2 will
% enable OpenGL accumulation buffer support if code wants to use the
% glAccum() function.
InitializeMatlabOpenGL([],[],[], doAccum);

if imagingPipeline > 0
  % Use imaging pipeline in minimal configuration with a virtual framebuffer:
  PsychImaging('PrepareConfiguration');
  PsychImaging('AddTask', 'General', 'UseVirtualFramebuffer');
  if hdr
    PsychImaging('AddTask', 'General', 'EnableHDR');
  end
end

% Open a double-buffered full-screen window on the main displays screen.
[win , winRect] = PsychImaging('OpenWindow', screenid, 0, [], [], [], 0, multiSample);

% Setup the OpenGL rendering context of the onscreen window for use by
% OpenGL wrapper. After this command, all following OpenGL commands will
% draw into the onscreen window 'win':
Screen('BeginOpenGL', win);

% Get the aspect ratio of the screen:
ar=winRect(4)/winRect(3);

% Setup default drawing color to yellow (R,G,B)=(1,1,0). This color only
% gets used when lighting is disabled - if you comment out the call to
% glEnable(GL.LIGHTING).
glColor3f(1,1,0);

% Turn on OpenGL local lighting model: The lighting model supported by
% OpenGL is a local Phong model with Gouraud shading. The color values
% at the vertices (corners) of polygons are computed with the Phong lighting
% model and linearly interpolated accross the inner area of the polygon from
% the vertex colors. The Phong lighting model is a coarse approximation of
% real world lighting with ambient light reflection (undirected isotropic light),
% diffuse light reflection (position wrt. light source matters, but observer
% position doesn't) and specular reflection (ideal mirror reflection for highlights).
%
% The model does not take any object relationships into account: Any effects
% of (self-)occlusion, (self-)shadowing or interreflection of light between
% objects are ignored. If you need shadows, interreflections and global illumination
% you will either have to learn advanced OpenGL rendering and shading techniques
% to implement your own realtime shadowing and lighting models, or
% compute parts of the scene offline in some gfx-package like Maya, Blender,
% Radiance or 3D Studio Max...
%
% If you want to do any shape from shading studies, it is very important to
% understand the difference between a local lighting model and a global
% illumination model!!!
glEnable(GL.LIGHTING);

% Enable the first local light source GL.LIGHT_0. Each OpenGL
% implementation is guaranteed to support at least 8 light sources,
% GL.LIGHT0, ..., GL.LIGHT7
glEnable(GL.LIGHT0);

% Enable proper occlusion handling via depth tests:
glEnable(GL.DEPTH_TEST);

% Set projection matrix: This defines a perspective projection,
% corresponding to the model of a pin-hole camera - which is a good
% approximation of the human eye and of standard real world cameras --
% well, the best aproximation one can do with 3 lines of code ;-)
glMatrixMode(GL.PROJECTION);
glLoadIdentity;

% Field of view is 25 degrees from line of sight. Objects closer than
% 0.1 distance units or farther away than 100 distance units get clipped
% away, aspect ratio is adapted to the monitors aspect ratio:
gluPerspective(25,1/ar,0.1,100);

% Setup modelview matrix: This defines the position, orientation and
% looking direction of the virtual camera:
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;

% Our point lightsource is at position (x,y,z) == (1,2,3)...
glLightfv(GL.LIGHT0,GL.POSITION,[ 1 2 3 0 ]);

if hdr
  % Set HDR metadata to an average scene luminance of 100 nits, and a peak luminance
  % of 1000 nits, keep color gamut etc. at display native gamut etc.:
  PsychHDR('HDRMetadata', win, 0, 100, 1000);

  % We need to disable color clamping to [0; 1] range for vertex colors, or our
  % light source intensities will only reach up to 1 nit, which is darkness:
  glClampColorARB(GL.CLAMP_VERTEX_COLOR_ARB, GL.FALSE);

  glLightfv(GL.LIGHT0,GL.AMBIENT,[ 10 10 10 0 ]);
  glLightfv(GL.LIGHT0,GL.DIFFUSE,[ 100 100 100 0 ]);
  glLightfv(GL.LIGHT0,GL.SPECULAR,[ 1000 1000 1000 0 ]);
end

% Cam is located at 3D position (3,3,5), points upright (0,1,0) and fixates
% at the origin (0,0,0) of the worlds coordinate system:
% The OpenGL coordinate system is a right-handed system as follows:
% Default origin is in the center of the display.
% Positive x-Axis points horizontally to the right.
% Positive y-Axis points vertically upwards.
% Positive z-Axis points to the observer, perpendicular to the display
% screens surface.
gluLookAt(3,3,5,0,0,0,0,1,0);

% Set background clear color to 'black' (R,G,B,A)=(0,0,0,0):
glClearColor(0,0,0,0);

% Clear out the backbuffer: This also cleans the depth-buffer for
% proper occlusion handling: You need to glClear the depth buffer whenever
% you redraw your scene, e.g., in an animation loop. Otherwise occlusion
% handling will screw up in funny ways...
glClear;
    
% Draw a predefined (built-in) object, the Utah teapot at a size of 0.5
% units.
glutSolidTeapot(0.5);

% Translate by +2 units in z-direction:
glTranslatef(0, 0, +2);

% Change the color - or better: The light reflection properties of the
% material - of the following objects to greenish. We only change ambient and
% diffuse reflection properties. The color for specular reflection is left
% to its default of "white":
glMaterialfv(GL.FRONT_AND_BACK,GL.AMBIENT, [ 0.0 0.6 0.0 1 ]);
glMaterialfv(GL.FRONT_AND_BACK,GL.DIFFUSE, [ 0.0 0.6 0.0 1 ]);

% Draw a solid sphere of radius 0.25
glutSolidSphere(0.25, 100, 100);

% From the position of the sphere, go 1.5 units into positive x-direction
% and -1 units back in z-direction:
glTranslatef(1.5, 0, -1);

% Change the color - or better: The light reflection properties of the
% material of the following objects - to blue. We only change ambient and
% diffuse reflection properties. The color for specular reflection is left
% to its default of "white":
glMaterialfv(GL.FRONT_AND_BACK,GL.AMBIENT, [ 0.0 0.0 1.0 1 ]);
glMaterialfv(GL.FRONT_AND_BACK,GL.DIFFUSE, [ 0.0 0.0 1.0 1 ]);

% Draw some solid cube:
glutSolidCube(0.25);

% Translate upwards (positve y-direction):
glTranslatef(0, 0.125, 0);

% Rotate our frame of reference - and thereby all objects drawn after this
% line - by -90 degrees around the current x-axis (1,0,0):
glRotatef(-90, 1, 0, 0);

% change material reflection properties again to red:
glMaterialfv(GL.FRONT_AND_BACK,GL.AMBIENT, [ 1.0 0.0 0.0 1 ]);
glMaterialfv(GL.FRONT_AND_BACK,GL.DIFFUSE, [ 1.0 0.0 0.0 1 ]);

% And draw some cone on top of the cube:
glutSolidCone(0.25, 0.25, 100, 100);

% Finish OpenGL rendering into PTB window. This will switch back to the
% standard 2D drawing functions of Screen and will check for OpenGL errors.
Screen('EndOpenGL', win);

% Show rendered image at next vertical retrace:
Screen('Flip', win);
    
% Wait for keyboard press.
KbWait;
% Wait for keyboard release:
while KbCheck; end;

% Now we draw a solid, spinning textured sphere of radius 1.0.

if ~checkerBoardTexture
    % Prepare texture to by applied to the sphere: Load and create it from an image file:
    myimg = imread([PsychtoolboxRoot 'PsychDemos/OpenGL4MatlabDemos/earth_512by256.jpg']);
else
    % Apply regular checkerboard pattern as texture:
    bv = zeros(16);
    wv = ones(16);
    myimg = double(repmat([bv wv; wv bv],32,32) > 0.5) * 255;
end

% Make a special power-of-two texture from the image by setting the enforcepot - flag to 1
% when calling 'MakeTexture'. GL_TEXTURE_2D textures (==power of two textures) are
% especially easy to handle in OpenGL. If you use the enforcepot flag, it is important
% that the texture image 'myimg' has a width and a height that is exactly a power of two,
% otherwise this command will fail: Allowed values for image width and height are, e.g.,
% 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 and on some high-end gfx cards
% 4096 pixels. Our example image has a size of 512 by 256 pixels...
% Psychtoolbox also supports rectangular textures of arbitrary size, so called
% GL_TEXTURE_RECTANGLE_2D textures. These are normally used for Screen's drawing
% commands, but they are more difficult to handle in standard OpenGL code...
mytex = Screen('MakeTexture', win, myimg, [], 1, 0);

% Retrieve OpenGL handles to the PTB texture. These are needed to use the texture
% from "normal" OpenGL code:
[gltex, gltextarget] = Screen('GetOpenGLTexture', win, mytex);

% Begin OpenGL rendering into onscreen window again:
Screen('BeginOpenGL', win);

% Enable texture mapping for this type of textures...
glEnable(gltextarget);

% Bind our texture, so it gets applied to all following objects:
glBindTexture(gltextarget, gltex);

% Textures color texel values shall modulate the color computed by lighting model:
glTexEnvfv(GL.TEXTURE_ENV,GL.TEXTURE_ENV_MODE,GL.MODULATE);

% Clamping behaviour shall be a cyclic repeat:
glTexParameteri(gltextarget, GL.TEXTURE_WRAP_S, GL.REPEAT);
glTexParameteri(gltextarget, GL.TEXTURE_WRAP_T, GL.REPEAT);

% Set up minification and magnification filters. This is crucial for the thing to work!
if checkerBoardTexture
    % Checkerboard pattern: This has high frequency edges, so we'll
    % need trilinear filtering for a good look:
    glTexParameteri(gltextarget, GL.TEXTURE_MIN_FILTER, GL.LINEAR_MIPMAP_LINEAR);

    % Need mipmapping for trilinear filtering --> Create mipmaps:
    if ~isempty(strfind(glGetString(GL.EXTENSIONS), 'GL_EXT_framebuffer_object'))
        % Ask the hardware to generate all depth levels automatically:
        glGenerateMipmapEXT(GL.TEXTURE_2D);
    else
        % No hardware support for auto-mipmap-generation. Do it "manually":

        % Use GLU to compute the image resolution mipmap pyramid and create
        % OpenGL textures ouf of it: This is slow, compared to glGenerateMipmapEXT:
        r = gluBuild2DMipmaps(gltextarget, GL.LUMINANCE, size(myimg,1), size(myimg,2), GL.LUMINANCE, GL.UNSIGNED_BYTE, uint8(myimg));
        if r>0
            error('gluBuild2DMipmaps failed for some reason.');
        end
    end
else
    % Regular image: Bilinear filtering will do for this demo...
    glTexParameteri(gltextarget, GL.TEXTURE_MIN_FILTER, GL.LINEAR);
end

glTexParameteri(gltextarget, GL.TEXTURE_MAG_FILTER, GL.LINEAR);

% Set basic "color" of object to white to get a nice interaction between the texture
% and the objects lighting:
glMaterialfv(GL.FRONT_AND_BACK,GL.AMBIENT, [ 1 1 1 1 ]);
glMaterialfv(GL.FRONT_AND_BACK,GL.DIFFUSE, [ 1 1 1 1 ]);

if hdr
  glMaterialfv(GL.FRONT_AND_BACK,GL.AMBIENT, [ .1 .1 .1 1 ]);
  glMaterialfv(GL.FRONT_AND_BACK,GL.DIFFUSE, [ .4 .4 .4 1 ]);
  glMaterialfv(GL.FRONT_AND_BACK,GL.SPECULAR, [ 1 1 1 1 ]);
  glMaterialfv(GL.FRONT_AND_BACK,GL.SHININESS, 100);
end

% Reset our virtual camera and all geometric transformations:
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;

% Reposition camera (see above):
gluLookAt(0,0,5,0,0,0,0,1,0);

% Create the sphere as a quadric object. This is needed because the simple glutSolidSphere
% command does not automatically assign texture coordinates for texture mapping onto a sphere:
% mysphere is a handle that you need to pass to all quadric functions:
mysphere = gluNewQuadric;

% Enable automatic generation of texture coordinates for our quadric object:
gluQuadricTexture(mysphere, GL.TRUE); 

% Apply some static rotation to the object to have a nice view onto it:
% This basically rotates our spinning earth into an orientation that
% roughly matches the real orientation in space...
% First -90 degrees around its x-axis...
glRotatef(-90, 1,0,0);

% ...then 18 degrees around its new (rotated) y-axis...
glRotatef(18,0,1,0);

% Now for our little animation loop. This loop will run until a key is pressed.
% It rotates the object by a few degrees (actually: Applies a rotation transformation
% to all objects to be drawn) and then redraws it at its new orientation:
while ~KbCheck
  % Clear out backbuffer and depth buffer:
  glClear;

  % Increment rotation angle around new z-Axis (0,0,1)  by 0.1 degrees:
  glRotatef(0.1, 0, 0, 1);

  % Draw the textured sphere-quadric of radius 0.7. As OpenGL has to approximate
  % all curved surfaces (i.e. spheres) with flat triangles, we tell it to resolve
  % the sphere into 1000 slices in elevation and 1000 sectors in azimuth: Higher values
  % provide a better approximation, but they take longer to draw. Live is full of
  % trade-offs...
  gluSphere(mysphere, 0.7, 1000, 1000);

  % Could do a textured cylinder by uncommenting the following line:
  % gluCylinder(mysphere, 1.0, 1.0, 1.0, 360, 100);
  
  % Finish OpenGL rendering into PTB window. This will switch back to the
  % standard 2D drawing functions of Screen and will check for OpenGL errors.
  Screen('EndOpenGL', win);

  % Show new image at next retrace:
  Screen('Flip', win);

  % Start OpenGL rendering again after flip for drawing of next frame...
  Screen('BeginOpenGL', win);

  % Ready for next draw loop iteration...
end;

KbReleaseWait;

% Demonstrate simple motion blur effect, once implemented via slow
% accumulation buffer, once implemented via fast imaging pipeline based
% method:
if doAccumulate
    % Control amount of blur with blurf in range 0 to 1:
    blurf = 0.9;

    % Fast Offscreenwindow/FBO/alpha-blending based method on modern GPU's?
    if (doAccumulate == 2) && (imagingPipeline > 0)
        % Yes: Perform one-time setup of pipeline:
        
        Screen('EndOpenGL', win);
        % We'll render each single image to the offscreen window 'wint',
        % with proper multiSample anti-aliasing enabled:
        wint  = Screen('OpenOffscreenWindow', win, [0 0 0 255], [], [], [], multiSample);
        
        % If wint is allocated with multiSample anti-aliasing, then we need
        % to perform a manual multisample-resolve copy operation later down
        % in the code. For this we need an additional 'winres' window which
        % has the same format as wint, but is not multiSample'd:
        if multiSample > 0
            % Allocate multisample resolve target window winres:
            winres  = Screen('OpenOffscreenWindow', win, [0 0 0 255]);
        else
            % No need for manual resolve, set winres == wint:
            winres = wint;
        end
        
        % We create another offscreen window as 'accum'ulation buffer
        % work-alike, with a pixeldepths of 64 bits, ie., 16 bit floating
        % point resolution per color channel, so we have sufficient
        % numerical precision for a nice blur-by-averaging effect:
        accum = Screen('OpenOffscreenWindow', win, [0 0 0 255], [], 64);

        % We enable alpha-blending for all drawing ops into this
        % accum-ulation window, so we can control the weighted average by
        % selection of the alpha-values:
        Screen('Blendfunction', accum, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        
        % Prepare rendering into wint:
        Screen('BeginOpenGL', wint);
    else
        % Standard rendering into backbuffer: wint == win:
        wint = win;
    end
    
    ts = GetSecs;
    fc = 0;

    while ~KbCheck
        % Increment framecounter:
        fc = fc + 1;

        % Clear out backbuffer and depth buffer:
        glClear;

        % Increment rotation angle around new z-Axis (0,0,1)  by 1.1 degrees:
        glRotatef(1.1, 0, 0, 1);

        % Draw the textured sphere-quadric of radius 0.7. As OpenGL has to approximate
        % all curved surfaces (i.e. spheres) with flat triangles, we tell it to resolve
        % the sphere into 100 slices in elevation and 100 sectors in azimuth: Higher values
        % provide a better approximation, but they take longer to draw. Live is full of
        % trade-offs...
        gluSphere(mysphere, 0.7, 100, 100);

        % Could do a textured cylinder by uncommenting the following line:
        % gluCylinder(mysphere, 1.0, 1.0, 1.0, 360, 100);

        % Standard accumulation buffer blur?
        if doAccumulate == 1
            % Yes, old-school stuff...
            if fc > 1
                % Compute new content of accumulation buffer as:
                % newvalue = blurf * oldvalue + (1-blurf) * currentrenderedimage;
                glAccum(GL.MULT, blurf);
                glAccum(GL.ACCUM, 1-blurf);
            else
                % On first frame, init the accumulation buffer with first image:
                glAccum(GL.LOAD, 1);
            end

            % Copyback new blurred image in accumulation buffer to regular backbuffer
            % for display:
            glAccum(GL.RETURN, 1);

            Screen('EndOpenGL', wint);
        else
            % New style: Same as above, but with drawtexture and
            % alpha-blending for accumulation-blur:
            Screen('EndOpenGL', wint);
            
            % If 'wint' is multiSample'd, we need to perform a manual
            % multisample-resolve operation into winres by use of the
            % 'CopyWindow' function:
            if multiSample > 0
                Screen('CopyWindow', wint, winres);
            end

            if fc > 1
                Screen('DrawTexture', accum, winres, [], [], [], 0, (1-blurf));
            else
                Screen('DrawTexture', accum, winres, [], [], [], 0, 1);
            end

            % Copy current blurred accum-ulation buffer window back into
            % framebuffer of onscreen win-dow for display:
            Screen('DrawTexture', win, accum, [], [], [], 0);
        end

        % Show new image at next retrace:
        Screen('Flip', win);

        % Start OpenGL rendering again after flip for drawing of next frame...
        Screen('BeginOpenGL', wint);

        % Ready for next draw loop iteration...
    end;

    fprintf('Average framerate for motion blur is %f Hz.\n', fc / (GetSecs - ts));
end

% Done with the drawing loop:

% Delete our sphere object:
gluDeleteQuadric(mysphere);

% Unselect our texture...
glBindTexture(gltextarget, 0);

% ... and disable texture mapping:
glDisable(gltextarget);

% End of OpenGL rendering...
Screen('EndOpenGL', win);

% Close onscreen window and release all other ressources:
sca;

% Well done!
return