1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524
|
/*
PsychToolbox2/Source/Common/Screen/PsychGLGlue.c
PLATFORMS: Windows
MacOS9
AUTHORS:
Allen Ingling awi Allen.Ingling@nyu.edu
HISTORY:
09/09/02 awi wrote it.
DESCRIPTION:
Functions to convert between Psych toolbox data types and GL data types.
TO DO:
*/
#include "Screen.h"
/*
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:
glColor4dv(windowRecord->currentColor);
}
}
/* 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, GL_DOUBLE, 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, GL_DOUBLE, 0, NULL);
}
else {
// Standard path:
if (colors) glColorPointer(mc, GL_DOUBLE, 0, colors);
if (bytecolors) glColorPointer(mc, GL_UNSIGNED_BYTE, 0, bytecolors);
glEnableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(4, GL_DOUBLE, 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, GL_DOUBLE, 0, NULL);
glTexCoordPointer(4, GL_DOUBLE, 0, NULL);
}
}
/* PsychSetArrayColor()
Helper routine, called from the different batch drawing functions of Screen():
*/
void PsychSetArrayColor(PsychWindowRecordType *windowRecord, int i, int mc, double* colors, unsigned char *bytecolors)
{
GLdouble currentColor[4];
if (windowRecord->defaultDrawShader) {
// Draw shader assigned. 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);
}
}
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)
{
glRectd((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=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 its 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)
{
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;
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) {
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));
*size[0] = 1;
nrsize=1;
} 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:
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.
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!
// Just setup pointer to our unaltered input color vector:
tmpcolors=*colors;
}
*colors = tmpcolors;
}
else {
// Color vector in uint8 format. Nothing to do.
}
}
else {
// No color vector provided: Check for a single valid color triplet or quadruple:
usecolorvector=false;
isArgThere=PsychCopyInColorArg(colors_pos, TRUE, &color);
}
}
// 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;
}
|