def run(): screen = Screen() screen.parameters.bgcolor = (0.0, 0.0, 0.0) # black (RGB) dots = DotArea2D(position=(screen.size[0] / 2.0, screen.size[1] / 2.0), size=(300.0, 300.0), signal_fraction=0.1, signal_direction_deg=180.0, velocity_pixels_per_sec=10.0, dot_lifespan_sec=5.0, dot_size=3.0, num_dots=100) text = Text(text="Vision Egg dot_simple_loop demo.", position=(screen.size[0] / 2, 2), anchor='bottom', color=(1.0, 1.0, 1.0)) viewport = Viewport(screen=screen, stimuli=[dots, text]) # The main loop below is an alternative to using the # VisionEgg.FlowControl.Presentation class. quit_now = 0 while not quit_now: for event in pygame.event.get(): if event.type in (QUIT, KEYDOWN, MOUSEBUTTONDOWN): quit_now = 1 screen.clear() viewport.draw() swap_buffers() screen.close()
def main(live_demo = False, # if True, never leave VR mode ): os.environ['SDL_VIDEO_WINDOW_POS']="0,0" screen=Screen(size=(1024,768), bgcolor=(0,0,0), alpha_bits=8, frameless=True #fullscreen=True, ) if 1: # this loads faster, for debugging only mipmaps_enabled=False else: mipmaps_enabled=True DEBUG='none' # no debugging #DEBUG='flicker' # alternate views on successive frames vr_walls = {} ########## WALL 2 ################# if 1: # order: LL, UL, UR, LR # -y wall # load data file filename = '/home/floris/data/calibrations/projector/flydra_data_20100816_141544' fd = open( filename, mode='r') data = pickle.load(fd) # find best fit plane C = VR_math.ensure_coplanar(data,also_ensure_parallel=True) corners_3d = [ # LL (C[1,0], C[1,1], C[1,2]), # UL (C[0,0], C[0,1], C[0,2]), # UR (C[2,0], C[2,1], C[2,2]), #-0.49650067090988159 # LR (C[3,0], C[3,1], C[3,2]), #-0.52826571464538574 ] corners_2d = [ # LL (513, 1), # UL (513,768), #UR (1024,550), # LR (1024,50), ] name = '-y' approx_view_dir = None vr_wall_dict = get_wall_dict( SHOW, screen, corners_3d, corners_2d, approx_view_dir,name) vr_walls[name] = vr_wall_dict ########## WALL 3 ################# if 1: # order: LL, UL, UR, LR # -y wall # load data file filename = '/home/floris/data/calibrations/projector/flydra_data_20100816_141500' fd = open( filename, mode='r') data = pickle.load(fd) # find best fit plane C = VR_math.ensure_coplanar(data,also_ensure_parallel=False) #C = np.random.random(C.shape) corners_3d = [ # LL (C[3,0], C[3,1], C[3,2]), # UL (C[2,0], C[2,1], C[2,2]), # UR (C[0,0], C[0,1], C[0,2]), #-0.49650067090988159 # LR (C[1,0], C[1,1], C[1,2]), #-0.52826571464538574 ] corners_2d = [ # LL (1,50), # UL (1,620), # UR (512,768), # LR (512,1), ] name = '+x' approx_view_dir = None vr_wall_dict = get_wall_dict( SHOW, screen, corners_3d, corners_2d, approx_view_dir,name) vr_walls[name] = vr_wall_dict screen_stimuli = [] for wall in vr_walls.itervalues(): screen_stimuli.extend( wall['display_stimuli'] ) display_viewport = Viewport( screen=screen, stimuli=screen_stimuli, ) # OpenGL textures must be power of 2 def next_power_of_2(f): return math.pow(2.0,math.ceil(math.log(f)/math.log(2.0))) fb_width_pow2 = int(next_power_of_2(screen.size[0])) fb_height_pow2 = int(next_power_of_2(screen.size[1])) frame_timer = FrameTimer() # draw static white walls draw_stimuli = True for wallname,wall in vr_walls.iteritems(): screen.set(bgcolor=BGCOLOR) screen.clear() # clear screen wall['cam_viewport'].draw() if 0: framebuffer_texture_object = wall['framebuffer_texture_object'] # copy screen back-buffer to texture framebuffer_texture_object.put_new_framebuffer( size=(fb_width_pow2,fb_height_pow2), internal_format=gl.GL_RGB, buffer='back', ) screen.set(bgcolor=(0.0,0.0,0.0)) #black screen.clear() # clear screen display_viewport.draw() # draw the viewport and hence the stimuli swap_buffers() # swap buffers quit_now = False while not quit_now: # infinite loop to draw stimuli # test for keypress or mouseclick to quit for event in pygame.event.get(): if event.type in (QUIT,MOUSEBUTTONDOWN): #if event.type in (QUIT,KEYDOWN,MOUSEBUTTONDOWN): quit_now = True pass
def main(connect_to_mainbrain=True, save_osg_info=None, # dict with info live_demo = False, # if True, never leave VR mode ): global EXPERIMENT_STATE global EXPERIMENT_STATE_START_TIME global mainbrain if save_osg_info is not None: save_osg = True else: save_osg = False sendsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) if connect_to_mainbrain: assert not save_osg, 'cannot connect to mainbrain and save to .osg file' # make connection to flydra mainbrain my_host = '' # get fully qualified hostname my_port = 8322 # arbitrary number # create UDP socket object, grab the port sockobj = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) print 'binding',( my_host, my_port) sockobj.bind(( my_host, my_port)) # connect to mainbrain mainbrain_hostname = 'brain1' mainbrain_port = flydra.common_variables.mainbrain_port mainbrain_name = 'main_brain' remote_URI = "PYROLOC://%s:%d/%s" % (mainbrain_hostname, mainbrain_port, mainbrain_name) Pyro.core.initClient(banner=0) mainbrain = Pyro.core.getProxyForURI(remote_URI) mainbrain._setOneway(['log_message']) my_host_fqdn = socket.getfqdn(my_host) mainbrain.register_downstream_kalman_host(my_host_fqdn,my_port) listener = InterpolatingListener(sockobj) #listener = Listener(sockobj) listen_thread = threading.Thread(target=listener.run) listen_thread.setDaemon(True) listen_thread.start() else: if save_osg: listener = ReplayListener(save_osg_info['kalman_h5']) else: listener = InterpolatingListener(None,dummy=True) mainbrain = DummyMainbrain() screen=Screen(size=(1024,768), bgcolor=(0,0,0), alpha_bits=8, #fullscreen=True, ) if 1: # this loads faster, for debugging only mipmaps_enabled=False else: mipmaps_enabled=True DEBUG='none' # no debugging #DEBUG='flicker' # alternate views on successive frames vr_objects = [] on_eye_loc_update_funcs = [] if 0: # floor stimulus # Get a texture filename = 'stones_and_cement.jpg' texture = Texture(filename) # floor is iso-z rectangle x0 = -1 x1 = 1 y0 = -.25 y1 = .25 z0 = -.1 z1 = -.1 vr_object = FlatRect.FlatRect(texture=texture, shrink_texture_ok=1, lowerleft=(x0,y0,z0), upperleft=(x0,y1,z1), upperright=(x1,y1,z1), lowerright=(x1,y0,z0), tex_phase = 0.2, mipmaps_enabled=mipmaps_enabled, depth_test=True, ) vr_objects.append( vr_object ) if FOREST: # +y wall stimulus if 0: # wall iso-y rectangle x0 = -1 x1 = 1 y0 = .25 y1 = .25 z0 = -.1 z1 = .5 # Get a texture filename = 'stones_and_cement.jpg' texture = Texture(filename) vr_object = FlatRect.FlatRect(texture=texture, shrink_texture_ok=1, lowerleft=(x0,y0,z0), upperleft=(x0,y1,z1), upperright=(x1,y1,z1), lowerright=(x1,y0,z0), tex_phase = 0.2, mipmaps_enabled=mipmaps_enabled, depth_test=True, ) vr_objects.append(vr_object) else: # forest of trees in +y direction filename = 'tree.png' tree_texture = Texture(filename) for x0 in np.arange(-1,1,.3): for y0 in np.arange(.1, 1.0, .2): #for y0 in [0.0]: x1 = x0+0.1 y1 = y0 z0 = -0.5 z1 = 1.0 tree = TextureStimulus3D(texture = tree_texture, shrink_texture_ok=True, internal_format=gl.GL_RGBA, lowerleft=(x0,y0,z0), upperleft=(x0,y1,z1), upperright=(x1,y1,z1), lowerright=(x1,y0,z0), mipmaps_enabled=False, depth_test=True, ) vr_objects.append(tree) if FOREST: if 1: # forest of trees in -y direction filename = 'tree.png' tree_texture = Texture(filename) for x0 in np.arange(-1,1,.3): for y0 in np.arange(-.1, -1.0, -.2): #for y0 in [0.0]: x1 = x0+0.1 y1 = y0 z0 = -0.5 z1 = 1.0 tree = TextureStimulus3D(texture = tree_texture, shrink_texture_ok=True, internal_format=gl.GL_RGBA, lowerleft=(x0,y0,z0), upperleft=(x0,y1,z1), upperright=(x1,y1,z1), lowerright=(x1,y0,z0), mipmaps_enabled=False, depth_test=True, ) vr_objects.append(tree) if UNIT_CUBE: arena = Arena() for face_name, face_verts in arena.face_verts.iteritems(): face = TextureStimulus3D(texture = arena.texture, shrink_texture_ok=True, internal_format=gl.GL_RGBA, lowerleft=arena.verts[arena.face_verts[face_name][0]], upperleft=arena.verts[arena.face_verts[face_name][1]], upperright=arena.verts[arena.face_verts[face_name][2]], lowerright=arena.verts[arena.face_verts[face_name][3]], mipmaps_enabled=False, depth_test=True, ) vr_objects.append(face) if DRUM: filename = os.path.join( os.path.split( __file__ )[0], 'panorama-checkerboard.png') texture = Texture(filename) # cylinder drum = SpinningDrum( position=(0.5,0.5,0.5), # center of WT orientation=0.0, texture=texture, drum_center_elevation=90.0, radius = (0.4), height=0.3, internal_format=gl.GL_RGBA, ) vr_objects.append(drum) if DOTS: # due to a bug in Vision Egg, these only show up if drawn last. if 1: # fly tracker negZ stimulus negZ_stim = Rectangle3D(color=(1,1,1,1), ) updater = StimulusLocationUpdater(negZ_stim,offset=(0,0,-1),inc=0.1) on_eye_loc_update_funcs.append( updater.update ) vr_objects.append( negZ_stim ) if 1: # fly tracker plusY stimulus plusY_stim = Rectangle3D(color=(1,1,1,1), ) updater = StimulusLocationUpdater(plusY_stim, offset=(0,1,0), inc1_dir=(1,0,0), inc2_dir=(0,0,1), inc=0.1) on_eye_loc_update_funcs.append( updater.update ) vr_objects.append( plusY_stim ) if 1: # fly tracker negY stimulus negY_stim = Rectangle3D(color=(1,1,1,1), ) updater = StimulusLocationUpdater(negY_stim, offset=(0,-1,0), inc1_dir=(1,0,0), inc2_dir=(0,0,1), inc=0.1) on_eye_loc_update_funcs.append( updater.update ) vr_objects.append( negY_stim ) vr_walls = {} arena = Arena() if 0: # test ## corners_3d = [ ## ( 0.5, 0.15, 0.01), ## (-0.5, 0.15, 0.01), ## (-0.5, -0.15, 0.01), ## ( 0.5, -0.15, 0.01), ## ] testz = 0. ## corners_3d = [(-0.5, -0.15, testz), ## ( 0.5, -0.15, testz), ## ( 0.5, 0.15, testz), ## (-0.5, 0.15, testz)] corners_3d = [(-0.5, 0.15, testz), ( 0.5, 0.15, testz), ( 0.5, -0.15, testz), (-0.5, -0.15, testz)] corners_2d = [ (0,210), (799,210), (799,401), (0,399)] name = 'test' approx_view_dir = (0,0,-1) # down vr_wall_dict = get_wall_dict( SHOW, screen, corners_3d, corners_2d, vr_objects, approx_view_dir, name) vr_walls[name] = vr_wall_dict del testz if 0: # test2 testy = 0.15 corners_3d = [(-0.5, testy, 0), ( -0.5, testy, 0.3), ( 0.5, testy, 0.3), (0.5, testy, 0)] del testy corners_2d = [ (0,0), (799,0), (799,200), (0,200)] name = 'test2' approx_view_dir = (0,0,-1) # down vr_wall_dict = get_wall_dict( SHOW, screen, corners_3d, corners_2d, vr_objects, approx_view_dir, name) vr_walls[name] = vr_wall_dict if 0: # floor # Measured Mar 24, 2009. Used calibration cal20081120.xml. corners_3d = arena.faces_3d['-z'] corners_2d = [ (1,401), (800,399), (800,209), (1,208), ] name = 'floor' approx_view_dir = None vr_wall_dict = get_wall_dict( SHOW, screen, corners_3d, corners_2d, vr_objects, approx_view_dir, name) vr_walls[name] = vr_wall_dict if 1: # order: LL, UL, UR, LR # +y wall corners_3d = arena.faces_3d['+y'] corners_2d = [ # LL (513, 1), # UL (513,768), #UR (1024,550), # LR (1024,50), ] name = '+y' approx_view_dir = None vr_wall_dict = get_wall_dict( SHOW, screen, corners_3d, corners_2d, vr_objects, approx_view_dir,name) vr_walls[name] = vr_wall_dict if 1: # order: LL, UL, UR, LR # -y wall corners_3d = arena.faces_3d['+x'] corners_2d = [ # LL (1,50), # UL (1,620), # UR (512,768), # LR (512,1), ] name = '-y' approx_view_dir = None vr_wall_dict = get_wall_dict( SHOW, screen, corners_3d, corners_2d, vr_objects, approx_view_dir,name) vr_walls[name] = vr_wall_dict if SHOW in ['overview','projector (calibrated)']: screen_stimuli = [] for wall in vr_walls.itervalues(): screen_stimuli.extend( wall['display_stimuli'] ) if SHOW=='overview': # draw dot where VR camera is for overview VR_eye_stim = Rectangle3D(color=(.2,.2,.2,1), # gray depth_test=True,#requires VE 1.1.1.1 ) fly_stim_updater=StimulusLocationUpdater(VR_eye_stim) on_eye_loc_update_funcs.append( fly_stim_updater.update ) VR_stimuli = [] for wall in vr_walls.itervalues(): VR_stimuli.extend( wall['cam_viewport'].parameters.stimuli ) display_viewport = Viewport( screen=screen, projection=SimplePerspectiveProjection(fov_x=90.0), stimuli=VR_stimuli+screen_stimuli+[VR_eye_stim, ], ) elif SHOW=='projector (calibrated)': display_viewport = Viewport( screen=screen, stimuli=screen_stimuli, ) else: # parse e.g. SHOW='cam:floor' camname = SHOW[4:] display_viewport = vr_walls[camname]['cam_viewport'] last_log_message_time = -np.inf # OpenGL textures must be power of 2 def next_power_of_2(f): return math.pow(2.0,math.ceil(math.log(f)/math.log(2.0))) fb_width_pow2 = int(next_power_of_2(screen.size[0])) fb_height_pow2 = int(next_power_of_2(screen.size[1])) if save_osg: listener.set_obj_frame(save_osg_info['obj'],save_osg_info['frame']) if 1: # initialize if live_demo: EXPERIMENT_STATE = 0 else: EXPERIMENT_STATE = -1 tmp = listener.get_fly_xyz() if tmp is not None: obj_id,fly_xyz,framenumber = tmp else: fly_xyz = None obj_id = None framenumber = None del tmp if not save_osg: advance_state(fly_xyz,obj_id,framenumber,sendsock) else: warnings.warn('save_osg mode -- forcing experiment state') EXPERIMENT_STATE = 1 frame_timer = FrameTimer() quit_now = False while not quit_now: # infinite loop to draw stimuli if save_osg: quit_now = True # quit on next round # test for keypress or mouseclick to quit for event in pygame.event.get(): if event.type in (QUIT,MOUSEBUTTONDOWN): #if event.type in (QUIT,KEYDOWN,MOUSEBUTTONDOWN): quit_now = True ## now = time.time() ## if now-last_log_message_time > 5.0: # log a message every 5 seconds ## mainbrain.log_message('<wtstim>', ## time.time(), ## 'This is my message.' ) ## last_log_message_time = now near = 0.001 far = 10.0 tmp = listener.get_fly_xyz(prefer_obj_id=obj_id) if tmp is not None: obj_id,fly_xyz,framenumber = tmp else: fly_xyz = None obj_id = None framenumber = None del tmp if not save_osg: if should_i_advance_to_next_state(fly_xyz): if not live_demo: advance_state(fly_xyz,obj_id,framenumber,sendsock) state_string = EXPERIMENT_STATES[EXPERIMENT_STATE] state_string_split = state_string.split() draw_stimuli = True if state_string_split[0]=='waiting': draw_stimuli=False elif state_string=='doing gray only stimulus': draw_stimuli=False if fly_xyz is not None: if state_string.startswith('doing static'): fly_xyz = STATIC_FLY_XYZ for wall in vr_walls.itervalues(): wall['screen_data'].update_VE_viewport( wall['cam_viewport'], fly_xyz, near, far, avoid_clipping=True) for func in on_eye_loc_update_funcs: # only used to draw dots and in overview mode func(fly_xyz) else: # no recent data draw_stimuli = False # render fly-eye views and copy to texture objects if necessary #screen.set(bgcolor=(.4,.4,0)) # ?? for wallname,wall in vr_walls.iteritems(): if wallname=='test': screen.set(bgcolor=(1,0,0)) # red else: screen.set(bgcolor=BGCOLOR) screen.clear() # clear screen if draw_stimuli: if DRUM and state_string.endswith('drum radius 0.1'): drum.set(radius = 0.1) elif DRUM and state_string.endswith('drum radius 0.3'): drum.set(radius = 0.3) # render fly-eye view wall['cam_viewport'].draw() if SHOW in ['overview','projector (calibrated)']: framebuffer_texture_object = wall['framebuffer_texture_object'] # copy screen back-buffer to texture framebuffer_texture_object.put_new_framebuffer( size=(fb_width_pow2,fb_height_pow2), internal_format=gl.GL_RGB, buffer='back', ) if save_osg: # save screen back buffer to image file pil_image = screen.get_framebuffer_as_image( format=gl.GL_RGBA) if not os.path.exists(save_osg_info['dirname']): os.mkdir(save_osg_info['dirname']) wall_fname = wallname+'.png' wall_full_path = os.path.join( save_osg_info['dirname'], wall_fname ) print 'saving %s'%wall_fname pil_image.save(wall_full_path) if DEBUG=='flicker': swap_buffers() # swap buffers #time.sleep(3.0) if save_osg: save_wall_models( vr_walls, save_osg_info) if SHOW=='overview': now = time.time() overview_movement_tf = 0.1 theta = (2*pi*now * overview_movement_tf) overview_eye_loc = (-.5 + 0.1*np.cos( theta ), # x -1.5 + 0.1*np.sin( theta ), # y 2.0) # z camera_matrix = ModelView() camera_matrix.look_at( overview_eye_loc, # eye eye_loc_default, # look at fly center #screen_data.t_3d[:3,0], # look at upper left corner (0,0,1), # up ) display_viewport.set(camera_matrix=camera_matrix) # clear screen again if SHOW=='overview': screen.set(bgcolor=(0.0,0.0,0.8)) # blue else: screen.set(bgcolor=(0.0,0.0,0.0)) #black screen.clear() # clear screen display_viewport.draw() # draw the viewport and hence the stimuli swap_buffers() # swap buffers frame_timer.tick() # notify the frame time logger that we just drew a frame frame_timer.log_histogram() # print frame interval histogram
dots = DotArea2D(position=(screen.size[0] / 2.0, screen.size[1] / 2.0), size=(300.0, 300.0), signal_fraction=0.1, signal_direction_deg=180.0, velocity_pixels_per_sec=10.0, dot_lifespan_sec=5.0, dot_size=3.0, num_dots=100) text = Text(text="Vision Egg dot_simple_loop demo.", position=(screen.size[0] / 2, 2), anchor='bottom', color=(1.0, 1.0, 1.0)) viewport = Viewport(screen=screen, stimuli=[dots, text]) # The main loop below is an alternative to using the # VisionEgg.FlowControl.Presentation class. frame_timer = FrameTimer() quit_now = 0 while not quit_now: for event in pygame.event.get(): if event.type in (QUIT, KEYDOWN, MOUSEBUTTONDOWN): quit_now = 1 screen.clear() viewport.draw() swap_buffers() frame_timer.tick() frame_timer.log_histogram()
from VisionEgg.Core import get_default_screen, Viewport, swap_buffers, \ FrameTimer from VisionEgg.Text import Text from VisionEgg.WrappedText import WrappedText import pygame from pygame.locals import QUIT,KEYDOWN,MOUSEBUTTONDOWN screen = get_default_screen() screen.parameters.bgcolor = (0.0,0.0,1.0) # background blue (RGB) text = WrappedText( text="""Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas ac magna nibh. Cras ac volutpat purus. Suspendisse potenti. Vestibulum accumsan erat ac massa hendrerit semper. Ut a laoreet magna. Suspendisse risus odio, porttitor nec sodales nec, laoreet sit amet tellus. Maecenas condimentum orci id magna laoreet tincidunt. Sed porta velit a ligula ullamcorper accumsan. Fusce a felis tortor, vel hendrerit mauris.""", position=(0,screen.size[1])) viewport = Viewport(screen=screen, size=screen.size, stimuli=[text]) frame_timer = FrameTimer() quit_now = 0 print "press any key or click the mouse to stop" while not quit_now: for event in pygame.event.get(): if event.type in (QUIT,KEYDOWN,MOUSEBUTTONDOWN): quit_now = 1 screen.clear() viewport.draw() swap_buffers() frame_timer.tick() frame_timer.log_histogram()