예제 #1
0
class Line(DisplayListStimulus):
    """  A line.
    

    Parameters
    ==========
    anti_aliasing -- (Boolean)
                     Default: True
    color         -- color (AnyOf(Sequence3 of Real or Sequence4 of Real))
                     Default: (1.0, 1.0, 1.0)
    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)
    end           -- position in eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
                     Default: (420.0, 240.0)
    """

    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'),
        'end': (
            (420.0, 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)),
            'end point in eye coordinates'),
        'width': (1., ve_types.Real, 'line width'),
    })
    __slots__ = VisionEgg.Core.Stimulus.__slots__ + ('_gave_alpha_warning', )

    def __init__(self, **kw):
        DisplayListStimulus.__init__(self, **kw)
        self._gave_alpha_warning = 0

    def _draw(self):
        p = self.parameters
        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glDisable(gl.GL_TEXTURE_2D)
        gl.glDisable(gl.GL_BLEND)
        gl.glColor(p.color)
        if p.anti_aliasing:
            gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glLineWidth(p.width)
        gl.glBegin(gl.GL_LINES)
        gl.glVertex(p.position)
        gl.glVertex(p.end)
        gl.glEnd()
        gl.glDisable(gl.GL_LINE_SMOOTH)
예제 #2
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class LuminanceGratingCommon(VisionEgg.Core.Stimulus):
    """Base class with common code to all ways of drawing luminance gratings.

    Parameters
    ==========
    bit_depth -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
                 Default: 8
    """

    parameters_and_defaults = VisionEgg.ParameterDefinition({
        'bit_depth':
        (8, ve_types.UnsignedInteger,
         'precision with which grating is calculated and sent to OpenGL'),
    })

    __slots__ = (
        'gl_internal_format',
        'format',
        'gl_type',
        'numpy_dtype',
        'max_int_val',
        'cached_bit_depth',
    )

    def calculate_bit_depth_dependencies(self):
        """Calculate a number of parameters dependent on bit depth."""
        bit_depth_warning = False
        p = self.parameters  # shorthand

        red_bits = gl.glGetIntegerv(gl.GL_RED_BITS)
        green_bits = gl.glGetIntegerv(gl.GL_GREEN_BITS)
        blue_bits = gl.glGetIntegerv(gl.GL_BLUE_BITS)
        min_bits = min((red_bits, green_bits, blue_bits))
        if min_bits < p.bit_depth:
            logger = logging.getLogger('VisionEgg.Gratings')
            logger.warning("Requested bit depth of %d in "
                           "LuminanceGratingCommon, which is "
                           "greater than your current OpenGL context "
                           "supports (%d)." % (p.bit_depth, min_bits))
        self.gl_internal_format = gl.GL_LUMINANCE
        self.format = gl.GL_LUMINANCE
        self.gl_type, self.numpy_dtype, self.max_int_val = _get_type_info(
            p.bit_depth)
        self.cached_bit_depth = p.bit_depth
예제 #3
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class AlphaGratingCommon(VisionEgg.Core.Stimulus):
    """Base class with common code to all ways of drawing gratings in alpha.

    This class is currently not used by any other classes.

    Parameters
    ==========
    bit_depth -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
                 Default: 8
    """

    parameters_and_defaults = VisionEgg.ParameterDefinition({
        'bit_depth':
        (8, ve_types.UnsignedInteger,
         'precision with which grating is calculated and sent to OpenGL'),
    })

    __slots__ = (
        'gl_internal_format',
        'format',
        'gl_type',
        'numpy_dtype',
        'max_int_val',
        'cached_bit_depth',
    )

    def calculate_bit_depth_dependencies(self):
        """Calculate a number of parameters dependent on bit depth."""
        p = self.parameters  # shorthand
        alpha_bit_depth = gl.glGetIntegerv(gl.GL_ALPHA_BITS)
        if alpha_bit_depth < p.bit_depth:
            logger = logging.getLogger('VisionEgg.Gratings')
            logger.warning("Requested bit depth of %d, which is "
                           "greater than your current OpenGL context "
                           "supports (%d)." % (p.bit_depth, min_bits))
        self.gl_internal_format = gl.GL_ALPHA
        self.format = gl.GL_ALPHA
        self.gl_type, self.numpy_dtype, self.max_int_val = _get_type_info(
            p.bit_depth)
        self.cached_bit_depth = p.bit_depth
예제 #4
0
class SinGrating3D(LuminanceGratingCommon):
    """Sine wave grating stimulus texture mapped onto quad in 3D

    This is a general-purpose, realtime sine-wave luminace grating
    generator. This 3D version doesn't support an orientation
    parameter.  This could be implemented, but for now should be done
    by orienting the quad in 3D.

    Parameters
    ==========
    bit_depth                   -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
                                   Inherited from LuminanceGratingCommon
                                   Default: 8
    color1                      -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (1.0, 1.0, 1.0)
    color2                      -- optional color with which to perform interpolation with color1 in RGB space (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (determined at runtime)
    contrast                    -- (Real)
                                   Default: 1.0
    depth                       -- (Real)
                                   Default: (determined at runtime)
    depth_test                  -- perform depth test? (Boolean)
                                   Default: True
    ignore_time                 -- (Boolean)
                                   Default: False
    lowerleft                   -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (0.0, 0.0, -1.0)
    lowerright                  -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (1.0, 0.0, -1.0)
    mask                        -- optional masking function (Instance of <class 'VisionEgg.Textures.Mask2D'>)
                                   Default: (determined at runtime)
    max_alpha                   -- (Real)
                                   Default: 1.0
    num_samples                 -- (UnsignedInteger)
                                   Default: 512
    on                          -- draw stimulus? (Boolean)
                                   Default: True
    pedestal                    -- (Real)
                                   Default: 0.5
    phase_at_t0                 -- (Real)
                                   Default: 0.0
    polygon_offset_enabled      -- perform polygon offset? (Boolean)
                                   Default: False
    polygon_offset_factor       -- polygon factor (Real)
                                   Default: 1.0
    polygon_offset_units        -- polygon units (Real)
                                   Default: 1.0
    recalculate_phase_tolerance -- (Real)
                                   Default: (determined at runtime)
    size                        -- defines coordinate size of grating (in eye coordinates) (Sequence2 of Real)
                                   Default: (1.0, 1.0)
    spatial_freq                -- frequency defined relative to coordinates defined in size parameter (units; cycles/eye_coord_unit) (Real)
                                   Default: 4.0
    t0_time_sec_absolute        -- (Real)
                                   Default: (determined at runtime)
    temporal_freq_hz            -- (Real)
                                   Default: 5.0
    upperleft                   -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (0.0, 1.0, -1.0)
    upperright                  -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (1.0, 1.0, -1.0)
    """

    parameters_and_defaults = VisionEgg.ParameterDefinition({
        'on':(True,
              ve_types.Boolean,
              "draw stimulus?"),
        'mask':(None, # allows window onto otherwise (tilted) rectangular grating
                ve_types.Instance(VisionEgg.Textures.Mask2D),
                "optional masking function"),
        'contrast':(1.0,
                    ve_types.Real),
        'pedestal':(0.5,
                    ve_types.Real),
        'depth':(None, # if not None, turns on depth testing and allows for occlusion
                 ve_types.Real),
        'size':((1.0,1.0), # in eye coordinates
                ve_types.Sequence2(ve_types.Real),
                "defines coordinate size of grating (in eye coordinates)"),
        'spatial_freq':(4.0, # cycles/eye coord units
                        ve_types.Real,
                        "frequency defined relative to coordinates defined in size parameter (units; cycles/eye_coord_unit)"),
        'temporal_freq_hz':(5.0, # hz
                            ve_types.Real),
        't0_time_sec_absolute':(None, # Will be assigned during first call to draw()
                                ve_types.Real),
        'ignore_time':(False, # ignore temporal frequency variable - allow control purely with phase_at_t0
                       ve_types.Boolean),
        'phase_at_t0':(0.0, # degrees [0.0-360.0]
                       ve_types.Real),
        'num_samples':(512, # number of spatial samples, should be a power of 2
                       ve_types.UnsignedInteger),
        'max_alpha':(1.0, # controls "opacity": 1.0 = completely opaque, 0.0 = completely transparent
                     ve_types.Real),
        'color1':((1.0, 1.0, 1.0), # alpha is ignored (if given) -- use max_alpha parameter
                  ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                 ve_types.Sequence4(ve_types.Real))),
        'color2':(None, # perform interpolation with color1 in RGB space.
                  ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                 ve_types.Sequence4(ve_types.Real)),
                  "optional color with which to perform interpolation with color1 in RGB space"),
        'recalculate_phase_tolerance':(None, # only recalculate texture when phase is changed by more than this amount, None for always recalculate. (Saves time.)
                                       ve_types.Real),
        'depth_test':(True,
                      ve_types.Boolean,
                      "perform depth test?"),
        'lowerleft':((0.0,0.0,-1.0), # in eye coordinates
                     ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                    ve_types.Sequence4(ve_types.Real)),
                     "vertex position (units: eye coordinates)"),
        'lowerright':((1.0,0.0,-1.0), # in eye coordinates
                      ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                     ve_types.Sequence4(ve_types.Real)),
                      "vertex position (units: eye coordinates)"),
        'upperleft':((0.0,1.0,-1.0), # in eye coordinates
                     ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                    ve_types.Sequence4(ve_types.Real)),
                     "vertex position (units: eye coordinates)"),
        'upperright':((1.0,1.0,-1.0), # in eye coordinates
                      ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                     ve_types.Sequence4(ve_types.Real)),
                      "vertex position (units: eye coordinates)"),
        'polygon_offset_enabled':(False,
                                  ve_types.Boolean,
                                  "perform polygon offset?"),
        'polygon_offset_factor':(1.0,
                                 ve_types.Real,
                                 "polygon factor"),
        'polygon_offset_units':(1.0,
                                ve_types.Real,
                                "polygon units"),
        })

    __slots__ = (
        '_texture_object_id',
        '_last_phase',
        )

    def __init__(self,**kw):
        LuminanceGratingCommon.__init__(self,**kw)

        p = self.parameters # shorthand

        self._texture_object_id = gl.glGenTextures(1)
        if p.mask:
            gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
        gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)

        # Do error-checking on texture to make sure it will load
        max_dim = gl.glGetIntegerv(gl.GL_MAX_TEXTURE_SIZE)
        if p.num_samples > max_dim:
            raise NumSamplesTooLargeError("Grating num_samples too large for video system.\nOpenGL reports maximum size of %d"%(max_dim,))

        self.calculate_bit_depth_dependencies()

        w = p.size[0]
        inc = w/float(p.num_samples)
        phase = 0.0 # this data won't get used - don't care about phase
        self._last_phase = phase
        floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
        floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
        texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype).tostring()

        # Because the MAX_TEXTURE_SIZE method is insensitive to the current
        # state of the video system, another check must be done using
        # "proxy textures".
        gl.glTexImage1D(gl.GL_PROXY_TEXTURE_1D,            # target
                        0,                                 # level
                        self.gl_internal_format,           # video RAM internal format
                        p.num_samples,                     # width
                        0,                                 # border
                        self.format,                       # format of texel data
                        self.gl_type,                      # type of texel data
                        texel_data)                        # texel data (irrelevant for proxy)
        if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_1D, # Need PyOpenGL >= 2.0
                                       0,
                                       gl.GL_TEXTURE_WIDTH) == 0:
            raise NumSamplesTooLargeError("Grating num_samples is too wide for your video system!")

        # If we got here, it worked and we can load the texture for real.
        gl.glTexImage1D(gl.GL_TEXTURE_1D,                  # target
                        0,                                 # level
                        self.gl_internal_format,           # video RAM internal format
                        p.num_samples,                     # width
                        0,                                 # border
                        self.format,                       # format of texel data
                        self.gl_type,                      # type of texel data
                        texel_data)                        # texel data

        # Set texture object defaults
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_S,gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_T,gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MAG_FILTER,gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MIN_FILTER,gl.GL_LINEAR)

        if p.color2 is not None:
            if VisionEgg.Core.gl_renderer == 'ATi Rage 128 Pro OpenGL Engine' and VisionEgg.Core.gl_version == '1.1 ATI-1.2.22':
                logger = logging.getLogger('VisionEgg.Gratings')
                logger.warning("Your video card and driver have known "
                               "bugs which prevent them from rendering "
                               "color gratings properly.")

    def __del__(self):
        gl.glDeleteTextures( [self._texture_object_id] )

    def draw(self):
        p = self.parameters # shorthand
        if p.on:
            if p.mask:
                gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
            if p.depth_test:
                gl.glEnable(gl.GL_DEPTH_TEST)
            else:
                gl.glDisable(gl.GL_DEPTH_TEST)
            if p.polygon_offset_enabled:
                gl.glEnable(gl.GL_POLYGON_OFFSET_EXT)
                gl.glPolygonOffset(p.polygon_offset_factor, p.polygon_offset_units)
            gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)
            gl.glEnable(gl.GL_TEXTURE_1D)
            gl.glDisable(gl.GL_TEXTURE_2D)
            if p.bit_depth != self.cached_bit_depth:
                self.calculate_bit_depth_dependencies()

            # allow max_alpha value to control blending
            gl.glEnable( gl.GL_BLEND )
            gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )

            if p.color2:
                gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_BLEND)
                gl.glTexEnvfv(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_COLOR, p.color2)
                ## alpha is ignored because the texture base internal format is luminance
            else:
                gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)

            if p.t0_time_sec_absolute is None and not p.ignore_time:
                p.t0_time_sec_absolute = VisionEgg.time_func()

            w = p.size[0]
            inc = w/float(p.num_samples)
            if p.ignore_time:
                phase = p.phase_at_t0
            else:
                t_var = VisionEgg.time_func() - p.t0_time_sec_absolute
                phase = t_var*p.temporal_freq_hz*-360.0 + p.phase_at_t0
            if p.recalculate_phase_tolerance is None or abs(self._last_phase - phase) > p.recalculate_phase_tolerance:
                self._last_phase = phase # we're re-drawing the phase at this angle
                floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
                floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
                texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype).tostring()

                gl.glTexSubImage1D(gl.GL_TEXTURE_1D, # target
                                   0,                # level
                                   0,                # x offset
                                   p.num_samples,    # width
                                   self.format,      # format of new texel data
                                   self.gl_type,     # type of new texel data
                                   texel_data)       # new texel data

            # in the case of only color1,
            # the texel data multiplies color1 to produce a color

            # with color2,
            # the texel data linearly interpolates between color1 and color2

            gl.glColor4f(p.color1[0],p.color1[1],p.color1[2],p.max_alpha)

            if p.mask:
                p.mask.draw_masked_quad_3d(0.0,1.0,0.0,1.0, # for texture coordinates
                                           p.lowerleft,p.lowerright,p.upperright,p.upperleft)
            else:
                # draw unmasked quad
                gl.glBegin(gl.GL_QUADS)

                gl.glTexCoord2f(0.0,0.0)
                gl.glVertex(*p.lowerleft)

                gl.glTexCoord2f(1.0,0.0)
                gl.glVertex(*p.lowerright)

                gl.glTexCoord2f(1.0,1.0)
                gl.glVertex(*p.upperright)

                gl.glTexCoord2f(0.0,1.0)
                gl.glVertex(*p.upperleft)
                gl.glEnd() # GL_QUADS

            gl.glDisable(gl.GL_TEXTURE_1D)
            if p.polygon_offset_enabled:
                gl.glDisable(gl.GL_POLYGON_OFFSET_EXT)
예제 #5
0
class SinGrating2D(LuminanceGratingCommon):
    """Sine wave grating stimulus

    This is a general-purpose, realtime sine-wave luminace grating
    generator. To acheive an arbitrary orientation, this class rotates
    a textured quad.  To draw a grating with sides that always remain
    horizontal and vertical, draw a large grating in a small viewport.
    (The viewport will clip anything beyond its edges.)

    Parameters
    ==========
    anchor                      -- specifies how position parameter is interpreted (String)
                                   Default: center
    bit_depth                   -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger)
                                   Inherited from LuminanceGratingCommon
                                   Default: 8
    color1                      -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (1.0, 1.0, 1.0)
    color2                      -- optional color with which to perform interpolation with color1 in RGB space (AnyOf(Sequence3 of Real or Sequence4 of Real))
                                   Default: (determined at runtime)
    contrast                    -- (Real)
                                   Default: 1.0
    depth                       -- (Real)
                                   Default: (determined at runtime)
    ignore_time                 -- (Boolean)
                                   Default: False
    mask                        -- optional masking function (Instance of <class 'VisionEgg.Textures.Mask2D'>)
                                   Default: (determined at runtime)
    max_alpha                   -- (Real)
                                   Default: 1.0
    num_samples                 -- (UnsignedInteger)
                                   Default: 512
    on                          -- draw stimulus? (Boolean)
                                   Default: True
    orientation                 -- (Real)
                                   Default: 0.0
    pedestal                    -- (Real)
                                   Default: 0.5
    phase_at_t0                 -- (Real)
                                   Default: 0.0
    position                    -- (units: eye coordinates) (Sequence2 of Real)
                                   Default: (320.0, 240.0)
    recalculate_phase_tolerance -- (Real)
                                   Default: (determined at runtime)
    size                        -- defines coordinate size of grating (in eye coordinates) (Sequence2 of Real)
                                   Default: (640.0, 480.0)
    spatial_freq                -- frequency defined relative to coordinates defined in size parameter (units: cycles/eye_coord_unit) (Real)
                                   Default: 0.0078125
    t0_time_sec_absolute        -- (Real)
                                   Default: (determined at runtime)
    temporal_freq_hz            -- (Real)
                                   Default: 5.0
    """

    parameters_and_defaults = VisionEgg.ParameterDefinition({
        'on':(True,
              ve_types.Boolean,
              "draw stimulus?"),
        'mask':(None, # allows window onto otherwise (tilted) rectangular grating
                ve_types.Instance(VisionEgg.Textures.Mask2D),
                "optional masking function"),
        'contrast':(1.0,
                    ve_types.Real),
        'pedestal':(0.5,
                    ve_types.Real),
        'position':((320.0,240.0), # in eye coordinates
                    ve_types.Sequence2(ve_types.Real),
                    "(units: eye coordinates)"),
        'anchor':('center',
                  ve_types.String,
                  "specifies how position parameter is interpreted"),
        'depth':(None, # if not None, turns on depth testing and allows for occlusion
                 ve_types.Real),
        'size':((640.0,480.0),
                ve_types.Sequence2(ve_types.Real),
                "defines coordinate size of grating (in eye coordinates)",
                ),
        'spatial_freq':(1.0/128.0, # cycles/eye coord units
                        ve_types.Real,
                        "frequency defined relative to coordinates defined in size parameter (units: cycles/eye_coord_unit)",
                        ),
        'temporal_freq_hz':(5.0, # hz
                            ve_types.Real),
        't0_time_sec_absolute':(None, # Will be assigned during first call to draw()
                                ve_types.Real),
        'ignore_time':(False, # ignore temporal frequency variable - allow control purely with phase_at_t0
                       ve_types.Boolean),
        'phase_at_t0':(0.0, # degrees [0.0-360.0]
                       ve_types.Real),
        'orientation':(0.0, # 0=right, 90=up
                       ve_types.Real),
        'num_samples':(512, # number of spatial samples, should be a power of 2
                       ve_types.UnsignedInteger),
        'max_alpha':(1.0, # controls "opacity": 1.0 = completely opaque, 0.0 = completely transparent
                     ve_types.Real),
        'color1':((1.0, 1.0, 1.0), # alpha is ignored (if given) -- use max_alpha parameter
                  ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                 ve_types.Sequence4(ve_types.Real))),
        'color2':(None, # perform interpolation with color1 in RGB space.
                  ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                 ve_types.Sequence4(ve_types.Real)),
                  "optional color with which to perform interpolation with color1 in RGB space"),
        'recalculate_phase_tolerance':(None, # only recalculate texture when phase is changed by more than this amount, None for always recalculate. (Saves time.)
                                       ve_types.Real),
        })

    __slots__ = (
        '_texture_object_id',
        '_last_phase',
        )

    def __init__(self,**kw):
        LuminanceGratingCommon.__init__(self,**kw)

        p = self.parameters # shorthand

        self._texture_object_id = gl.glGenTextures(1)
        if p.mask:
            gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
        gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)

        # Do error-checking on texture to make sure it will load
        max_dim = gl.glGetIntegerv(gl.GL_MAX_TEXTURE_SIZE)
        if p.num_samples > max_dim:
            raise NumSamplesTooLargeError("Grating num_samples too large for video system.\nOpenGL reports maximum size of %d"%(max_dim,))

        self.calculate_bit_depth_dependencies()

        w = p.size[0]
        inc = w/float(p.num_samples)
        phase = 0.0 # this data won't get used - don't care about phase
        self._last_phase = phase
        floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
        floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
        texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype).tostring()

        # Because the MAX_TEXTURE_SIZE method is insensitive to the current
        # state of the video system, another check must be done using
        # "proxy textures".
        gl.glTexImage1D(gl.GL_PROXY_TEXTURE_1D,            # target
                        0,                                 # level
                        self.gl_internal_format,           # video RAM internal format
                        p.num_samples,                     # width
                        0,                                 # border
                        self.format,                       # format of texel data
                        self.gl_type,                      # type of texel data
                        texel_data)                        # texel data (irrelevant for proxy)
        if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_1D, # Need PyOpenGL >= 2.0
                                       0,
                                       gl.GL_TEXTURE_WIDTH) == 0:
            raise NumSamplesTooLargeError("Grating num_samples is too wide for your video system!")

        # If we got here, it worked and we can load the texture for real.
        gl.glTexImage1D(gl.GL_TEXTURE_1D,                  # target
                        0,                                 # level
                        self.gl_internal_format,           # video RAM internal format
                        p.num_samples,                     # width
                        0,                                 # border
                        self.format,                       # format of texel data
                        self.gl_type,                      # type of texel data
                        texel_data)                        # texel data

        # Set texture object defaults
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_S,gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_WRAP_T,gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MAG_FILTER,gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_1D,gl.GL_TEXTURE_MIN_FILTER,gl.GL_LINEAR)

        if p.color2 is not None:
            if VisionEgg.Core.gl_renderer == 'ATi Rage 128 Pro OpenGL Engine' and VisionEgg.Core.gl_version == '1.1 ATI-1.2.22':
                logger = logging.getLogger('VisionEgg.Gratings')
                logger.warning("Your video card and driver have known "
                               "bugs which prevent them from rendering "
                               "color gratings properly.")

    def __del__(self):
        gl.glDeleteTextures( [self._texture_object_id] )

    def draw(self):
        p = self.parameters # shorthand
        if p.on:
            # calculate center
            center = VisionEgg._get_center(p.position,p.anchor,p.size)
            if p.mask:
                gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
            gl.glBindTexture(gl.GL_TEXTURE_1D,self._texture_object_id)

            gl.glEnable(gl.GL_TEXTURE_1D)
            gl.glDisable(gl.GL_TEXTURE_2D)
            if p.bit_depth != self.cached_bit_depth:
                self.calculate_bit_depth_dependencies()

            # Clear the modeview matrix
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glPushMatrix()

            # Rotate about the center of the texture
            gl.glTranslate(center[0],
                           center[1],
                           0)
            gl.glRotate(p.orientation,0,0,1)

            if p.depth is None:
                gl.glDisable(gl.GL_DEPTH_TEST)
                depth = 0.0
            else:
                gl.glEnable(gl.GL_DEPTH_TEST)
                depth = p.depth

            # allow max_alpha value to control blending
            gl.glEnable( gl.GL_BLEND )
            gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )

            if p.color2:
                gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_BLEND)
                gl.glTexEnvfv(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_COLOR, p.color2)
                ## alpha is ignored because the texture base internal format is luminance
            else:
                gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)

            if p.t0_time_sec_absolute is None and not p.ignore_time:
                p.t0_time_sec_absolute = VisionEgg.time_func()

            w = p.size[0]
            inc = w/float(p.num_samples)
            if p.ignore_time:
                phase = p.phase_at_t0
            else:
                t_var = VisionEgg.time_func() - p.t0_time_sec_absolute
                phase = t_var*p.temporal_freq_hz*-360.0 + p.phase_at_t0
            if p.recalculate_phase_tolerance is None or abs(self._last_phase - phase) > p.recalculate_phase_tolerance:
                self._last_phase = phase # we're re-drawing the phase at this angle
                floating_point_sin = numpy.sin(2.0*math.pi*p.spatial_freq*numpy.arange(0.0,w,inc,dtype=numpy.float)+(phase/180.0*math.pi))*0.5*p.contrast+p.pedestal
                floating_point_sin = numpy.clip(floating_point_sin,0.0,1.0) # allow square wave generation if contrast > 1
                texel_data = (floating_point_sin*self.max_int_val).astype(self.numpy_dtype)
                # PyOpenGL 2.0.1.09 has a bug, so use our own wrapper
                _vegl.veglTexSubImage1D(gl.GL_TEXTURE_1D, # target
                                        0,                # level
                                        0,                # x offset
                                        p.num_samples,    # width
                                        self.format,      # format of new texel data
                                        self.gl_type,     # type of new texel data
                                        texel_data)       # new texel data
                if 0:
                    compare_array = numpy.empty(texel_data.shape,dtype=texel_data.dtype)
                    pixels = _vegl.veglGetTexImage(gl.GL_TEXTURE_1D, # target
                                                   0, # level
                                                   self.format, # format
                                                   self.gl_type, # type
                                                   compare_array)
                    assert numpy.allclose( compare_array, texel_data )

            h_w = p.size[0]/2.0
            h_h = p.size[1]/2.0

            l = -h_w
            r = h_w
            b = -h_h
            t = h_h

            # in the case of only color1,
            # the texel data multiplies color1 to produce a color

            # with color2,
            # the texel data linearly interpolates between color1 and color2

            gl.glColor4f(p.color1[0],p.color1[1],p.color1[2],p.max_alpha)

            if p.mask:
                p.mask.draw_masked_quad(0.0,1.0,0.0,1.0, # l,r,b,t for texture coordinates
                                        l,r,b,t, # l,r,b,t in eye coordinates
                                        depth ) # also in eye coordinates
            else:
                # draw unmasked quad
                gl.glBegin(gl.GL_QUADS)

                gl.glTexCoord2f(0.0,0.0)
                gl.glVertex3f(l,b,depth)

                gl.glTexCoord2f(1.0,0.0)
                gl.glVertex3f(r,b,depth)

                gl.glTexCoord2f(1.0,1.0)
                gl.glVertex3f(r,t,depth)

                gl.glTexCoord2f(0.0,1.0)
                gl.glVertex3f(l,t,depth)
                gl.glEnd() # GL_QUADS

            gl.glDisable(gl.GL_TEXTURE_1D)
            gl.glPopMatrix()
예제 #6
0
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)
예제 #7
0
class CircleSector(DisplayListStimulus):
    """  A sector of a circular stimulus, optionally filled.
    

    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'),
        'color_edge': ((1.0, 1.0, 1.0),
                       ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                      ve_types.Sequence4(ve_types.Real)),
                       'color for the circle edge'),
        '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'),
        'start': (0., ve_types.Real, 'start angle'),
        'end': (360., ve_types.Real, 'end angle'),
        'disk': (True, ve_types.Boolean, 'draw the interior?'),
        'circle': (True, ve_types.Boolean, 'draw the edge?'),
        'circle_width': (1., ve_types.Real, 'line width of the circle edge'),
    })
    __slots__ = VisionEgg.Core.Stimulus.__slots__ + ('_gave_alpha_warning', )

    def __init__(self, **kw):
        DisplayListStimulus.__init__(self, **kw)
        self._gave_alpha_warning = 0

    def _draw(self):
        p = self.parameters
        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)
        gl.glColor(p.color)
        start, end = p.start, p.end
        if end < start:
            start -= 360.
        start, end = map(numpy.deg2rad, (start, end))
        frac = (end - start) / (2 * numpy.pi)
        num_triangles = float(p.num_triangles) * frac
        angles = numpy.linspace(start, end, num_triangles)
        verts = numpy.zeros((num_triangles, 2))
        verts[:, 0] = center[0] + p.radius * numpy.cos(angles)
        verts[:, 1] = center[1] + p.radius * numpy.sin(angles)
        if p.disk:
            gl.glBegin(gl.GL_TRIANGLE_FAN)
            gl.glVertex(center)
            self._draw_vertices(*verts)
            gl.glEnd()
            if p.anti_aliasing:
                gl.glEnable(gl.GL_LINE_SMOOTH)
                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.glVertex(center)
                self._draw_vertices(*verts)
                gl.glEnd()
                gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL)
                gl.glDisable(gl.GL_LINE_SMOOTH)
        if p.circle:
            if p.anti_aliasing:
                gl.glEnable(gl.GL_LINE_SMOOTH)
            gl.glColor(p.color_edge)
            gl.glLineWidth(p.circle_width)
            gl.glBegin(gl.GL_LINES)
            for i in range(verts.shape[0] - 1):
                self._draw_vertices(verts[i], verts[i + 1])
            gl.glEnd()
            gl.glDisable(gl.GL_LINE_SMOOTH)
예제 #8
0
class Triangle(DisplayListStimulus):
    """  An equilateral triangle.
    

    Parameters
    ==========
    anti_aliasing -- (Boolean)
                     Default: True
    color         -- color (AnyOf(Sequence3 of Real or Sequence4 of Real))
                     Default: (1.0, 1.0, 1.0)
    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)
    side          -- side length
    """

    parameters_and_defaults = VisionEgg.ParameterDefinition({
        'anchor':
        ('center', ve_types.String, 'how position parameter is used'),
        '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'),
        'color_edge': ((1.0, 1.0, 1.0),
                       ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                      ve_types.Sequence4(ve_types.Real)),
                       'color for the edge'),
        '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'),
        'side': (10., ve_types.Real, 'side length'),
        'width': (1., ve_types.Real, 'line width'),
    })
    __slots__ = VisionEgg.Core.Stimulus.__slots__ + ('_gave_alpha_warning', )

    def __init__(self, **kw):
        DisplayListStimulus.__init__(self, **kw)
        self._gave_alpha_warning = 0

    def _draw(self):
        p = self.parameters
        side = p.side
        height = side * numpy.sqrt(3) / 2.
        center = VisionEgg._get_center(p.position, p.anchor, (side, height))
        position = numpy.array(center)
        hh = height / 2
        ll = position - (hh, hh)
        lr = position - (-hh, hh)
        u = position + (0., hh)
        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glDisable(gl.GL_TEXTURE_2D)
        gl.glDisable(gl.GL_BLEND)
        gl.glColor(p.color)
        gl.glBegin(gl.GL_TRIANGLES)
        self._draw_vertices(ll, lr, u)
        gl.glEnd()
        gl.glColor(p.color_edge)
        if p.anti_aliasing:
            gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glLineWidth(p.width)
        gl.glBegin(gl.GL_LINE_STRIP)
        self._draw_vertices(ll, lr, u, ll)
        gl.glEnd()
        gl.glDisable(gl.GL_LINE_SMOOTH)
예제 #9
0
class CheckBoard(Stimulus):
    """A checkboard stimulus, typically used as a aux stimulus for whitenoise.

    Parameters
    ==========
    anchor   -- how position parameter is used (String)
                Default: center
    color    -- color (256 jet colormap )
                Default: 0(gray)
    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)
    size     -- size in eye coordinates (Sequence2 of Real)
                Default: (4.0, 4.0)
    """

    parameters_and_defaults = VisionEgg.ParameterDefinition({
        'on': (True, ve_types.Boolean, 'draw?'),
        'bgcolor':
        ((0.5, 0.5, 0.5),
         ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                        ve_types.Sequence4(ve_types.Real)), 'backgroud color'),
        'linecolor':
        ((0.5, 0.0, 0.0),
         ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                        ve_types.Sequence4(ve_types.Real)), 'grid line color'),
        'cellcolor':
        ('gbr', ve_types.String, 'color map for the range [0.0,1.0]'),
        'colorindex': (None, ve_types.Sequence(ve_types.Integer),
                       'color index in jet colormap'),
        'drawline': (False, ve_types.Boolean, 'draw line?'),
        'orientation': (0.0, 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)),
            'position in eye coordinates'),
        'anchor':
        ('center', ve_types.String, 'how position parameter is used'),
        'size': (
            (100.0, 100.0),  # horiz and vertical size
            ve_types.Sequence2(ve_types.Real),
            'size in eye coordinates'),
        'grid': (
            (8, 8),  # grid dimension of the checkboard
            ve_types.Sequence2(ve_types.Integer),
            'grid dimension'),
        'center': (
            None,  # DEPRECATED -- don't use
            ve_types.Sequence2(ve_types.Real),
            'position in eye coordinates',
            VisionEgg.ParameterDefinition.DEPRECATED),
    })

    def __init__(self, **kw):
        Stimulus.__init__(self, **kw)
        self.parameters.colorindex = np.zeros(self.parameters.grid)
        self.parameters.colorindex.fill(0.5)

    def draw(self):
        p = self.parameters  # shorthand
        if p.center is not None:
            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.bgcolor) == 3:
                gl.glColor3f(*p.bgcolor)
            elif len(p.bgcolor) == 4:
                gl.glColor4f(*p.bgcolor)
            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  #grid half-size
            h = p.size[1] / 2.0
            m = p.size[0] / p.grid[0]  #cell size
            n = p.size[1] / p.grid[1]
            i = range(p.grid[0])  #grid index
            j = range(p.grid[1])
            #draw colorful cell
            #           vertices_list = [((-w+column*m, h-(row+1)*n, 0.0),(-w+column*m, h-row*n, 0.0),\
            #                         (-w+(column+1)*m, h-row*n, 0.0),(-w+(column+1)*m, h-row*n, 0.0))\
            #                         for column in j for row in i]
            vertices_list = [((-w+column*m, h-(row+1)*n, 0.0),(-w+column*m, h-row*n, 0.0),\
                              (-w+(column+1)*m, h-row*n, 0.0),(-w+(column+1)*m, h-(row+1)*n, 0.0))\
                         for column in j for row in i]
            colors_list = [
                colormap(p.colorindex[row, column], color=p.cellcolor) * 4
                for column in j for row in i
            ]
            #flattening the vertices and colors
            vertices_flat = [
                num for tuple in vertices_list for vertex in tuple
                for num in vertex
            ]
            colors_flat = [num for tuple in colors_list for num in tuple]
            vertices = np.array(vertices_flat)
            colors = np.array(colors_flat)
            vertices.shape = (-1, 3)
            colors.shape = (-1, 3)
            gl.glVertexPointerd(vertices)
            gl.glColorPointerd(colors)
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            gl.glEnableClientState(gl.GL_COLOR_ARRAY)
            gl.glDisable(gl.GL_LIGHTING)
            gl.glDrawArrays(gl.GL_QUADS, 0, p.grid[0] * p.grid[1] * 4)

            #draw grid lines
            if p.drawline:
                if len(p.linecolor) == 3:
                    gl.glColor3f(*p.linecolor)
                elif len(p.linecolor) == 4:
                    gl.glColor4f(*p.linecolor)

                row_list = [((-w, h - i * n), (w, h - i * n))
                            for i in range(p.grid[1] + 1)]
                col_list = [((-w + i * m, h), (-w + i * m, -h))
                            for i in range(p.grid[0] + 1)]
                ver_row_flat = [
                    num for tuple in row_list for vertex in tuple
                    for num in vertex
                ]
                ver_col_flat = [
                    num for tuple in col_list for vertex in tuple
                    for num in vertex
                ]
                vertices_row = np.array(ver_row_flat)
                vertices_col = np.array(ver_col_flat)
                vertices_row.shape = (-1, 2)
                vertices_col.shape = (-1, 2)

                gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
                gl.glDisableClientState(gl.GL_COLOR_ARRAY)
                gl.glVertexPointerd(vertices_row)
                gl.glDrawArrays(gl.GL_LINES, 0, (p.grid[1] + 1) * 2)
                gl.glVertexPointerd(vertices_col)
                gl.glDrawArrays(gl.GL_LINES, 0, (p.grid[0] + 1) * 2)

#                gl.glBegin(gl.GL_LINES);
#                for i in range(p.grid[1] + 1):
#                    gl.glVertex2f(-w, h - i * n)
#                    gl.glVertex2f(w, h - i * n)
#                for i in range(p.grid[0] + 1):
#                    gl.glVertex2f(-w + i * m, h)
#                    gl.glVertex2f(-w + i * m, -h)
#                gl.glEnd();
            gl.glPopMatrix()

    #save checkboard to file
    def save(self):
        import time, os
        (year, month, day, hour24, min, sec) = time.localtime(time.time())[:6]
        trial_time_str = "%04d%02d%02d_%02d%02d%02d" % (year, month, day,
                                                        hour24, min, sec)
        dummy_filename = os.path.abspath(os.curdir)+ os.path.sep + 'screenshoot' + \
                   os.path.sep + 'checkboard' + trial_time_str + '.jpg'