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# The Vision Egg: MoreStimuli
#
# Copyright (C) 2001-2003 Andrew Straw.
# (C) 2005 by Hertie Institute for Clinical Brain Research,
# Department of Cognitive Neurology, University of Tuebingen
# (C) 2005,2008 California Institute of Technology
# (C) 2006 Peter Jurica and Gijs Plomp
#
# URL: http://www.visionegg.org
#
# Distributed under the terms of the GNU Lesser General Public License
# (LGPL). See LICENSE.TXT that came with this file.
"""
Assorted stimuli.
"""
####################################################################
#
# Import all the necessary packages
#
####################################################################
import logging
import VisionEgg
import VisionEgg.Core
import VisionEgg.ParameterTypes as ve_types
import numpy.oldnumeric as Numeric
import math
import VisionEgg.GL as gl # get all OpenGL stuff in one namespace
class Target2D(VisionEgg.Core.Stimulus):
"""Rectanglular stimulus.
Parameters
==========
anchor -- specifies how position parameter is interpreted (String)
Default: center
anti_aliasing -- (Boolean)
Default: True
center -- DEPRECATED: don't use (Sequence2 of Real)
Default: (determined at runtime)
color -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, 1.0)
on -- draw stimulus? (Boolean) (Boolean)
Default: True
orientation -- (Real)
Default: 0.0
position -- units: eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
Default: (320.0, 240.0)
size -- units: eye coordinates (Sequence2 of Real)
Default: (64.0, 16.0)
"""
parameters_and_defaults = {
'on':(True,
ve_types.Boolean,
"draw stimulus? (Boolean)"),
'color':((1.0,1.0,1.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real))),
'anti_aliasing':(True,
ve_types.Boolean),
'orientation':(0.0,
ve_types.Real),
'position' : ( ( 320.0, 240.0 ),
ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"units: eye coordinates"),
'anchor' : ('center',
ve_types.String,
"specifies how position parameter is interpreted"),
'size':((64.0,16.0),
ve_types.Sequence2(ve_types.Real),
"units: eye coordinates"),
'center' : (None,
ve_types.Sequence2(ve_types.Real),
"DEPRECATED: don't use"),
}
__slots__ = (
'_gave_alpha_warning',
)
def __init__(self,**kw):
VisionEgg.Core.Stimulus.__init__(self,**kw)
self._gave_alpha_warning = 0
def draw(self):
p = self.parameters # shorthand
if p.center is not None:
if not hasattr(VisionEgg.config,"_GAVE_CENTER_DEPRECATION"):
logger = logging.getLogger('VisionEgg.MoreStimuli')
logger.warning("Specifying Target2D by deprecated "
"'center' parameter deprecated. Use "
"'position' parameter instead. (Allows "
"use of 'anchor' parameter to set to "
"other values.)")
VisionEgg.config._GAVE_CENTER_DEPRECATION = 1
p.anchor = 'center'
p.position = p.center[0], p.center[1] # copy values (don't copy ref to tuple)
if p.on:
# calculate center
center = VisionEgg._get_center(p.position,p.anchor,p.size)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
gl.glTranslate(center[0],center[1],0.0)
gl.glRotate(p.orientation,0.0,0.0,1.0)
if len(p.color)==3:
gl.glColor3f(*p.color)
elif len(p.color)==4:
gl.glColor4f(*p.color)
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glDisable(gl.GL_TEXTURE_2D)
gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
w = p.size[0]/2.0
h = p.size[1]/2.0
gl.glBegin(gl.GL_QUADS)
gl.glVertex3f(-w,-h, 0.0)
gl.glVertex3f( w,-h, 0.0)
gl.glVertex3f( w, h, 0.0)
gl.glVertex3f(-w, h, 0.0)
gl.glEnd() # GL_QUADS
if p.anti_aliasing:
if not self._gave_alpha_warning:
if len(p.color) > 3 and p.color[3] != 1.0:
logger = logging.getLogger('VisionEgg.MoreStimuli')
logger.warning("The parameter anti_aliasing is "
"set to true in the Target2D "
"stimulus class, but the color "
"parameter specifies an alpha "
"value other than 1.0. To "
"acheive anti-aliasing, ensure "
"that the alpha value for the "
"color parameter is 1.0.")
self._gave_alpha_warning = 1
# We've already drawn a filled polygon (aliased), now
# redraw the outline of the polygon (with
# anti-aliasing). (Using GL_POLYGON_SMOOTH results in
# artifactual lines where triangles were joined to
# create quad, at least on some OpenGL
# implementations.)
# Calculate coverage value for each pixel of outline
# and store as alpha
gl.glEnable(gl.GL_LINE_SMOOTH)
# Now specify how to use the alpha value
gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
# Draw a second polygon in line mode, so the edges are anti-aliased
gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE)
gl.glBegin(gl.GL_QUADS)
gl.glVertex3f(-w,-h, 0.0);
gl.glVertex3f( w,-h, 0.0);
gl.glVertex3f( w, h, 0.0);
gl.glVertex3f(-w, h, 0.0);
gl.glEnd() # GL_QUADS
# Set the polygon mode back to fill mode
gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL)
gl.glDisable(gl.GL_LINE_SMOOTH)
gl.glPopMatrix()
class Rectangle3D(VisionEgg.Core.Stimulus):
"""Solid color rectangle positioned explicitly by four vertices.
Parameters
==========
blending_enabled -- (Boolean)
Default: False
color -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, 1.0, 1.0)
depth_test -- (Boolean)
Default: False
on -- (Boolean)
Default: True
vertex1 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (-10.0, 0.0, -10.0)
vertex2 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (-10.0, 0.0, 10.0)
vertex3 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (10.0, 0.0, 10.0)
vertex4 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (10.0, 0.0, -10.0)
"""
parameters_and_defaults = {
'on':(True,
ve_types.Boolean),
'blending_enabled':(False,
ve_types.Boolean),
# different default than TextureStimulus3D due to not break backwards compatibility
'depth_test':(False,
ve_types.Boolean),
'color':((1.0,1.0,1.0,1.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real))),
'vertex1':(( -10.0, 0.0, -10.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"units: eye coordinates"),
'vertex2':(( -10.0, 0.0, 10.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"units: eye coordinates"),
'vertex3':(( 10.0, 0.0, 10.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"units: eye coordinates"),
'vertex4':(( 10.0, 0.0, -10.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"units: eye coordinates"),
}
def __init__(self,**kw):
VisionEgg.Core.Stimulus.__init__(self,**kw)
def draw(self):
p = self.parameters # shorthand
if p.on:
if len(p.color)==3:
gl.glColor3f(*p.color)
elif len(p.color)==4:
gl.glColor4f(*p.color)
gl.glDisable(gl.GL_TEXTURE_2D)
if p.depth_test:
gl.glEnable(gl.GL_DEPTH_TEST)
else:
gl.glDisable(gl.GL_DEPTH_TEST)
if p.blending_enabled:
gl.glEnable(gl.GL_BLEND)
else:
gl.glDisable(gl.GL_BLEND)
gl.glBegin(gl.GL_QUADS)
gl.glVertex(*p.vertex1)
gl.glVertex(*p.vertex2)
gl.glVertex(*p.vertex3)
gl.glVertex(*p.vertex4)
gl.glEnd() # GL_QUADS
class Arrow(VisionEgg.Core.Stimulus):
"""Arrow stimulus.
Parameters
==========
anchor -- (String)
Default: center
anti_aliasing -- (Boolean)
Default: True
color -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, 1.0)
on -- (Boolean)
Default: True
orientation -- (Real)
Default: 0.0
position -- units: eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
Default: (320.0, 240.0)
size -- (Sequence2 of Real)
Default: (64.0, 16.0)
"""
parameters_and_defaults = {
'on':(True,
ve_types.Boolean),
'color':((1.0,1.0,1.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real))),
'anti_aliasing':(True,
ve_types.Boolean),
'orientation':(0.0, # 0.0 degrees = right, 90.0 degrees = up
ve_types.Real),
'position' : ( ( 320.0, 240.0 ), # In eye coordinates
ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"units: eye coordinates"),
'anchor' : ('center',
ve_types.String),
'size':((64.0,16.0), # In eye coordinates
ve_types.Sequence2(ve_types.Real)),
}
__slots__ = VisionEgg.Core.Stimulus.__slots__ + (
'_gave_alpha_warning',
)
def __init__(self,**kw):
VisionEgg.Core.Stimulus.__init__(self,**kw)
self._gave_alpha_warning = 0
def draw(self):
p = self.parameters # Shorthand
if p.on:
# Calculate center
center = VisionEgg._get_center(p.position,p.anchor,p.size)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
gl.glTranslate(center[0],center[1],0.0)
gl.glRotate(-p.orientation,0.0,0.0,1.0)
if len(p.color)==3:
gl.glColor3f(*p.color)
elif len(p.color)==4:
gl.glColor4f(*p.color)
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glDisable(gl.GL_TEXTURE_2D)
gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
w = p.size[0]/2.0
h = p.size[1]/2.0
gl.glBegin(gl.GL_QUADS) # Draw Rectangle
gl.glVertex3f( 0.25*w, h, 0.0)
gl.glVertex3f(-w, h, 0.0)
gl.glVertex3f(-w,-h, 0.0)
gl.glVertex3f( 0.25*w, -h, 0.0)
gl.glEnd() # GL_QUADS
gl.glBegin(gl.GL_TRIANGLES) # Draw Triangle
gl.glVertex3f( 1.00*w, 0.0*h, 0.0) # Top
gl.glVertex3f( 0.25*w,-3.0*h, 0.0)
gl.glVertex3f( 0.25*w, 3.0*h, 0.0)
gl.glEnd() # GL_QUADS
if p.anti_aliasing:
if not self._gave_alpha_warning:
if len(p.color) > 3 and p.color[3] != 1.0:
logger = logging.getLogger('VisionEgg.Arrow')
logger.warning("The parameter anti_aliasing is "
"set to true in the Arrow "
"stimulus class, but the color "
"parameter specifies an alpha "
"value other than 1.0. To "
"acheive anti-aliasing, ensure "
"that the alpha value for the "
"color parameter is 1.0.")
self._gave_alpha_warning = 1
# We've already drawn a filled polygon (aliased), now redraw
# the outline of the polygon (with anti-aliasing). (Using
# GL_POLYGON_SMOOTH results in artifactual lines where
# triangles were joined to create quad, at least on some OpenGL
# implementations.)
# Calculate coverage value for each pixel of outline
# and store as alpha
gl.glEnable(gl.GL_LINE_SMOOTH)
# Now specify how to use the alpha value
gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
# Draw a second polygon in line mode, so the edges are anti-aliased
gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE)
gl.glBegin(gl.GL_QUADS)
gl.glVertex3f( 0.25*w, h, 0.0) # Draw Rectangle
gl.glVertex3f(-w, h, 0.0)
gl.glVertex3f(-w,-h, 0.0)
gl.glVertex3f( 0.25*w, -h, 0.0)
gl.glVertex3f( 1.00*w, 0.0*h, 0.0) # Draw Triangle
gl.glVertex3f( 0.25*w,-3.0*h, 0.0)
gl.glVertex3f( 0.25*w, 3.0*h, 0.0)
gl.glEnd() # GL_QUADS
# Set the polygon mode back to fill mode
gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL)
gl.glDisable(gl.GL_LINE_SMOOTH)
gl.glPopMatrix()
class FilledCircle(VisionEgg.Core.Stimulus):
""" A circular stimulus, typically used as a fixation point.
(Note, this implementation almost certainly could be made faster
using display lists.)
Parameters
==========
anchor -- how position parameter is used (String)
Default: center
anti_aliasing -- (Boolean)
Default: True
color -- color (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, 1.0)
num_triangles -- number of triangles used to draw circle (Integer)
Default: 51
on -- draw? (Boolean)
Default: True
position -- position in eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
Default: (320.0, 240.0)
radius -- radius in eye coordinates (Real)
Default: 2.0
"""
parameters_and_defaults = VisionEgg.ParameterDefinition({
'on':(True,
ve_types.Boolean,
'draw?'),
'color':((1.0,1.0,1.0),
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
'color'),
'anti_aliasing':(True,
ve_types.Boolean),
'position' : ( ( 320.0, 240.0 ), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
'position in eye coordinates'),
'anchor' : ('center',
ve_types.String,
'how position parameter is used'),
'radius':(2.0,
ve_types.Real,
'radius in eye coordinates'),
'num_triangles':(51,
ve_types.Integer,
'number of triangles used to draw circle'),
})
__slots__ = VisionEgg.Core.Stimulus.__slots__ + (
'_gave_alpha_warning',
)
def __init__(self,**kw):
VisionEgg.Core.Stimulus.__init__(self,**kw)
self._gave_alpha_warning = 0
def draw(self):
p = self.parameters # shorthand
if p.on:
# calculate center
center = VisionEgg._get_center(p.position,p.anchor,(p.radius, p.radius))
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glDisable(gl.GL_TEXTURE_2D)
gl.glDisable(gl.GL_BLEND)
if len(p.color)==3:
gl.glColor3f(*p.color)
elif len(p.color)==4:
gl.glColor4f(*p.color)
# Build filled circle from points
# gl.glBegin(gl.GL_POINTS)
# radius = int(math.ceil(p.radius))
# for i in range(-radius, radius):
# for j in range(-radius, radius):
# if(i * i + j * j < radius * radius):
# gl.glVertex3f(p.position[0] + i, p.position[1] + j, 0.0)
# gl.glEnd() # GL_POINTS
# Build filled circle from triangles (this is typically faster
# then the commented code above with the points)
gl.glBegin(gl.GL_TRIANGLE_FAN)
gl.glVertex3f(p.position[0], p.position[1], 0.0)
angles = Numeric.arange(p.num_triangles)/float(p.num_triangles)*2.0*math.pi
verts = Numeric.zeros( (p.num_triangles,2), Numeric.Float )
verts[:,0] = p.position[0] + p.radius * Numeric.cos(angles)
verts[:,1] = p.position[1] + p.radius * Numeric.sin(angles)
for i in range(verts.shape[0]):
gl.glVertex2fv(verts[i])
gl.glVertex2fv(verts[0])
gl.glEnd() # GL_TRIANGLE_FAN
if p.anti_aliasing:
if not self._gave_alpha_warning:
if len(p.color) > 3 and p.color[3] != 1.0:
logger = logging.getLogger('VisionEgg.Arrow')
logger.warning("The parameter anti_aliasing is "
"set to true in the Arrow "
"stimulus class, but the color "
"parameter specifies an alpha "
"value other than 1.0. To "
"acheive anti-aliasing, ensure "
"that the alpha value for the "
"color parameter is 1.0.")
self._gave_alpha_warning = 1
# We've already drawn a filled polygon (aliased), now redraw
# the outline of the polygon (with anti-aliasing). (Using
# GL_POLYGON_SMOOTH results in artifactual lines where
# triangles were joined to create quad, at least on some OpenGL
# implementations.)
# Calculate coverage value for each pixel of outline
# and store as alpha
gl.glEnable(gl.GL_LINE_SMOOTH)
# Now specify how to use the alpha value
gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
# Draw a second polygon in line mode, so the edges are anti-aliased
gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE)
gl.glBegin(gl.GL_TRIANGLE_FAN)
gl.glVertex3f(p.position[0], p.position[1], 0.0)
angles = Numeric.arange(p.num_triangles)/float(p.num_triangles)*2.0*math.pi
verts = Numeric.zeros( (p.num_triangles,2), Numeric.Float )
verts[:,0] = p.position[0] + p.radius * Numeric.cos(angles)
verts[:,1] = p.position[1] + p.radius * Numeric.sin(angles)
for i in range(verts.shape[0]):
gl.glVertex2fv(verts[i])
gl.glVertex2fv(verts[0])
gl.glEnd() # GL_TRIANGLE_FAN
# Set the polygon mode back to fill mode
gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL)
gl.glDisable(gl.GL_LINE_SMOOTH)
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