Exemple #1
0
    def _drawLUTtoScreen(self):
        """(private) Used to set the LUT in Bits++ mode.

        Should not be needed by user if attached to a ``psychopy.visual.Window()``
        since this will automatically draw the LUT as part of the screen refresh.
        """
        #push the projection matrix and set to orthorgaphic
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glLoadIdentity()
        GL.glOrtho( 0, self.win.size[0],self.win.size[1], 0, 0, 1 )    #this also sets the 0,0 to be top-left
        #but return to modelview for rendering
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()

        #draw the pixels
        GL.glActiveTextureARB(GL.GL_TEXTURE0_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glActiveTextureARB(GL.GL_TEXTURE1_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glRasterPos2i(0,1)
        GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
        GL.glDrawPixels(len(self._HEADandLUT),1,
            GL.GL_RGB,GL.GL_UNSIGNED_BYTE,
            self._HEADandLUTstr)
        #GL.glDrawPixels(524,1, GL.GL_RGB,GL.GL_UNSIGNED_BYTE, self._HEADandLUTstr)
        #return to 3D mode (go and pop the projection matrix)
        GL.glMatrixMode( GL.GL_PROJECTION )
        GL.glPopMatrix()
        GL.glMatrixMode( GL.GL_MODELVIEW )
Exemple #2
0
    def _drawLUTtoScreen(self):
        """(private) Used to set the LUT in 'bits++' mode.

        Should not be needed by user if attached to a ``psychopy.visual.Window()``
        since this will automatically draw the LUT as part of the screen refresh.
        """
        #push the projection matrix and set to orthorgaphic
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glLoadIdentity()
        GL.glOrtho(0, self.win.size[0], self.win.size[1], 0, 0,
                   1)  #this also sets the 0,0 to be top-left
        #but return to modelview for rendering
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()

        #draw the pixels
        GL.glActiveTextureARB(GL.GL_TEXTURE0_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glActiveTextureARB(GL.GL_TEXTURE1_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glRasterPos2i(0, 1)
        GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
        GL.glDrawPixels(len(self._HEADandLUT), 1, GL.GL_RGB,
                        GL.GL_UNSIGNED_BYTE, self._HEADandLUTstr)
        #GL.glDrawPixels(524,1, GL.GL_RGB,GL.GL_UNSIGNED_BYTE, self._HEADandLUTstr)
        #return to 3D mode (go and pop the projection matrix)
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPopMatrix()
        GL.glMatrixMode(GL.GL_MODELVIEW)
Exemple #3
0
 def on_draw(self):
     if self.pixels is not None:
         self.window.switch_to()
         self.window.clear()
         pixels = np.flip(self.pixels, axis=0).flatten()
         tex_data = (gl.GLubyte * pixels.size)(*pixels.astype('uint8'))
         gl.glRasterPos2d(0, 0)
         gl.glDrawPixels(self.width, self.height, gl.GL_RGB,
                         gl.GL_UNSIGNED_BYTE, tex_data)
def drawPixels(intensities):
    #create row of rgb vals from intensities
    pixels = numpy.ones([len(intensities),1,3]).astype(numpy.ubyte)
    pixels[:,0,0] = intensities
    pixels[:,0,1] = intensities
    pixels[:,0,2] = intensities
    #scale window
    gl.glOrtho( 0, win.size[0], 0, win.size[1], 0, 1 )
    #move to top left
    gl.glRasterPos2f(0, win.size[1]-1 )
    gl.glDrawPixels(pixels.shape[0], pixels.shape[1],
        gl.GL_RGB, gl.GL_UNSIGNED_BYTE,
        pixels.tostring())