#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""Display an image on `psycopy.visual.Window`"""
# Part of the PsychoPy library
# Copyright (C) 2002-2018 Jonathan Peirce (C) 2019-2024 Open Science Tools Ltd.
# Distributed under the terms of the GNU General Public License (GPL).
# Ensure setting pyglet.options['debug_gl'] to False is done prior to any
# other calls to pyglet or pyglet submodules, otherwise it may not get picked
# up by the pyglet GL engine and have no effect.
# Shaders will work but require OpenGL2.0 drivers AND PyOpenGL3.0+
import pyglet
from psychopy.layout import Size
pyglet.options['debug_gl'] = False
import ctypes
GL = pyglet.gl
import numpy
from fractions import Fraction
import psychopy # so we can get the __path__
from psychopy import logging, colors, layout
from psychopy.tools.attributetools import attributeSetter, setAttribute
from psychopy.visual.basevisual import (
BaseVisualStim, DraggingMixin, ContainerMixin, ColorMixin, TextureMixin
)
[docs]class ImageStim(BaseVisualStim, DraggingMixin, ContainerMixin, ColorMixin,
TextureMixin):
"""Display an image on a :class:`psychopy.visual.Window`
"""
def __init__(self,
win,
image=None,
mask=None,
units="",
pos=(0.0, 0.0),
size=None,
anchor="center",
ori=0.0,
color=(1.0, 1.0, 1.0),
colorSpace='rgb',
contrast=1.0,
opacity=None,
depth=0,
interpolate=False,
draggable=False,
flipHoriz=False,
flipVert=False,
texRes=128,
name=None,
autoLog=None,
maskParams=None):
""" """ # Empty docstring. All doc is in attributes
# what local vars are defined (these are the init params) for use by
# __repr__
self._initParams = dir()
self._initParams.remove('self')
super(ImageStim, self).__init__(win, units=units, name=name,
autoLog=False) # set at end of init
self.draggable = draggable
# use shaders if available by default, this is a good thing
self.__dict__['useShaders'] = win._haveShaders
# initialise textures for stimulus
self._texID = GL.GLuint()
GL.glGenTextures(1, ctypes.byref(self._texID))
self._maskID = GL.GLuint()
GL.glGenTextures(1, ctypes.byref(self._maskID))
self._pixbuffID = GL.GLuint()
GL.glGenBuffers(1, ctypes.byref(self._pixbuffID))
self.__dict__['maskParams'] = maskParams
self.__dict__['mask'] = mask
# Not pretty (redefined later) but it works!
self.__dict__['texRes'] = texRes
# Other stuff
self._imName = image
self.isLumImage = None
self.interpolate = interpolate
self.vertices = None
self.anchor = anchor
self.flipHoriz = flipHoriz
self.flipVert = flipVert
self._requestedSize = size
self._origSize = None # updated if an image texture gets loaded
self.size = size
self.pos = numpy.array(pos, float)
self.ori = float(ori)
self.depth = depth
# color and contrast etc
self.rgbPedestal = [0, 0, 0] # does an rgb pedestal make sense for an image?
self.colorSpace = colorSpace # omit decorator
self.color = color
self.contrast = float(contrast)
self.opacity = opacity
# Set the image and mask-
self.setImage(image, log=False)
self.texRes = texRes # rebuilds the mask
self.size = size
# generate a displaylist ID
self._listID = GL.glGenLists(1)
self._updateList() # ie refresh display list
# set autoLog now that params have been initialised
wantLog = autoLog is None and self.win.autoLog
self.__dict__['autoLog'] = autoLog or wantLog
if self.autoLog:
logging.exp("Created %s = %s" % (self.name, str(self)))
[docs] def _updateListShaders(self):
"""
The user shouldn't need this method since it gets called
after every call to .set() Basically it updates the OpenGL
representation of your stimulus if some parameter of the
stimulus changes. Call it if you change a property manually
rather than using the .set() command
"""
self._needUpdate = False
GL.glNewList(self._listID, GL.GL_COMPILE)
# setup the shaderprogram
if self.isLumImage:
# for a luminance image do recoloring
_prog = self.win._progSignedTexMask
GL.glUseProgram(_prog)
# set the texture to be texture unit 0
GL.glUniform1i(GL.glGetUniformLocation(_prog, b"texture"), 0)
# mask is texture unit 1
GL.glUniform1i(GL.glGetUniformLocation(_prog, b"mask"), 1)
else:
# for an rgb image there is no recoloring
_prog = self.win._progImageStim
GL.glUseProgram(_prog)
# set the texture to be texture unit 0
GL.glUniform1i(GL.glGetUniformLocation(_prog, b"texture"), 0)
# mask is texture unit 1
GL.glUniform1i(GL.glGetUniformLocation(_prog, b"mask"), 1)
# mask
GL.glActiveTexture(GL.GL_TEXTURE1)
GL.glBindTexture(GL.GL_TEXTURE_2D, self._maskID)
GL.glEnable(GL.GL_TEXTURE_2D) # implicitly disables 1D
# main texture
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID)
GL.glEnable(GL.GL_TEXTURE_2D)
# access just once because it's slower than basic property
vertsPix = self.verticesPix
GL.glBegin(GL.GL_QUADS) # draw a 4 sided polygon
# right bottom
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 1, 0)
GL.glMultiTexCoord2f(GL.GL_TEXTURE1, 1, 0)
GL.glVertex2f(vertsPix[0, 0], vertsPix[0, 1])
# left bottom
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0, 0)
GL.glMultiTexCoord2f(GL.GL_TEXTURE1, 0, 0)
GL.glVertex2f(vertsPix[1, 0], vertsPix[1, 1])
# left top
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0, 1)
GL.glMultiTexCoord2f(GL.GL_TEXTURE1, 0, 1)
GL.glVertex2f(vertsPix[2, 0], vertsPix[2, 1])
# right top
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 1, 1)
GL.glMultiTexCoord2f(GL.GL_TEXTURE1, 1, 1)
GL.glVertex2f(vertsPix[3, 0], vertsPix[3, 1])
GL.glEnd()
# unbind the textures
GL.glActiveTexture(GL.GL_TEXTURE1)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
GL.glDisable(GL.GL_TEXTURE_2D) # implicitly disables 1D
# main texture
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
GL.glDisable(GL.GL_TEXTURE_2D)
GL.glUseProgram(0)
GL.glEndList()
def __del__(self):
"""Remove textures from graphics card to prevent crash
"""
try:
if hasattr(self, '_listID'):
GL.glDeleteLists(self._listID, 1)
self.clearTextures()
except (ImportError, ModuleNotFoundError, TypeError):
pass # has probably been garbage-collected already
[docs] def draw(self, win=None):
"""Draw.
"""
# check the type of image we're dealing with
if (type(self.image) != numpy.ndarray and
self.image in (None, "None", "none")):
return
# make the context for the window current
if win is None:
win = self.win
self._selectWindow(win)
# If our image is a movie stim object, pull pixel data from the most
# recent frame and write it to the memory
if hasattr(self.image, 'getVideoFrame'):
videoFrame = self.image.getVideoFrame()
if videoFrame is not None:
self._movieFrameToTexture(videoFrame)
GL.glPushMatrix() # push before the list, pop after
win.setScale('pix')
GL.glColor4f(*self._foreColor.render('rgba1'))
if self._needTextureUpdate:
self.setImage(value=self._imName, log=False)
if self._needUpdate:
self._updateList()
GL.glCallList(self._listID)
# return the view to previous state
GL.glPopMatrix()
[docs] def _movieFrameToTexture(self, movieSrc):
"""Convert a movie frame to a texture and use it.
This method is used internally to copy pixel data from a camera object
into a texture. This enables the `ImageStim` to be used as a
'viewfinder' of sorts for the camera to view a live video stream on a
window.
Parameters
----------
movieSrc : `~psychopy.hardware.camera.Camera`
Movie source object.
"""
# get the most recent video frame and extract color data
colorData = movieSrc.colorData
# get the size of the movie frame and compute the buffer size
vidWidth, vidHeight = movieSrc.size
nBufferBytes = vidWidth * vidHeight * 3
# bind pixel unpack buffer
GL.glBindBuffer(GL.GL_PIXEL_UNPACK_BUFFER, self._pixbuffID)
# Free last storage buffer before mapping and writing new frame
# data. This allows the GPU to process the extant buffer in VRAM
# uploaded last cycle without being stalled by the CPU accessing it.
GL.glBufferData(
GL.GL_PIXEL_UNPACK_BUFFER,
nBufferBytes * ctypes.sizeof(GL.GLubyte),
None,
GL.GL_STREAM_DRAW)
# Map the buffer to client memory, `GL_WRITE_ONLY` to tell the
# driver to optimize for a one-way write operation if it can.
bufferPtr = GL.glMapBuffer(
GL.GL_PIXEL_UNPACK_BUFFER,
GL.GL_WRITE_ONLY)
bufferArray = numpy.ctypeslib.as_array(
ctypes.cast(bufferPtr, ctypes.POINTER(GL.GLubyte)),
shape=(nBufferBytes,))
# copy data
bufferArray[:] = colorData[:]
# Very important that we unmap the buffer data after copying, but
# keep the buffer bound for setting the texture.
GL.glUnmapBuffer(GL.GL_PIXEL_UNPACK_BUFFER)
# bind the texture in OpenGL
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID)
# copy the PBO to the texture
GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
GL.glTexSubImage2D(
GL.GL_TEXTURE_2D, 0, 0, 0,
vidWidth, vidHeight,
GL.GL_RGB,
GL.GL_UNSIGNED_BYTE,
0) # point to the presently bound buffer
# update texture filtering only if needed
if self.interpolate:
texFilter = GL.GL_LINEAR
else:
texFilter = GL.GL_NEAREST
GL.glTexParameteri(
GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAG_FILTER,
texFilter)
GL.glTexParameteri(
GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MIN_FILTER,
texFilter)
# important to unbind the PBO
GL.glBindBuffer(GL.GL_PIXEL_UNPACK_BUFFER, 0)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
GL.glDisable(GL.GL_TEXTURE_2D)
@attributeSetter
def image(self, value):
"""The image file to be presented (most formats supported).
This can be a path-like object to an image file, or a numpy array of
shape [H, W, C] where C are channels. The third dim will usually have
length 1 (defining an intensity-only image), 3 (defining an RGB image)
or 4 (defining an RGBA image).
If passing a numpy array to the image attribute, the size attribute of
ImageStim must be set explicitly.
"""
self.__dict__['image'] = self._imName = value
# If given a color array, get it in rgb1
if isinstance(value, colors.Color):
value = value.render('rgb1')
wasLumImage = self.isLumImage
if type(value) != numpy.ndarray and value == "color":
datatype = GL.GL_FLOAT
else:
datatype = GL.GL_UNSIGNED_BYTE
if type(value) != numpy.ndarray and value in (None, "None", "none"):
self.isLumImage = True
else:
self.isLumImage = self._createTexture(
value, id=self._texID,
stim=self,
pixFormat=GL.GL_RGB,
dataType=datatype,
maskParams=self.maskParams,
forcePOW2=False,
wrapping=False)
# update size
self.size = self._requestedSize
if hasattr(value, 'getVideoFrame'): # make sure we invert vertices
self.flipVert = True
# if we switched to/from lum image then need to update shader rule
if wasLumImage != self.isLumImage:
self._needUpdate = True
self._needTextureUpdate = False
[docs] def setImage(self, value, log=None):
"""Usually you can use 'stim.attribute = value' syntax instead,
but use this method if you need to suppress the log message.
"""
setAttribute(self, 'image', value, log)
@property
def aspectRatio(self):
"""
Aspect ratio of original image, before taking into account the `.size` attribute of this object.
returns :
Aspect ratio as a (w, h) tuple, simplified using the smallest common denominator (e.g. 1080x720 pixels
becomes (3, 2))
"""
# Return None if we don't have a texture yet
if (not hasattr(self, "_origSize")) or self._origSize is None:
return
# Work out aspect ratio (w/h)
frac = Fraction(*self._origSize)
return frac.numerator, frac.denominator
@property
def size(self):
return BaseVisualStim.size.fget(self)
@size.setter
def size(self, value):
# store requested size
self._requestedSize = value
isNone = numpy.asarray(value) == None
if (self.aspectRatio is not None) and (isNone.any()) and (not isNone.all()):
# If only one value is None, replace it with a value which maintains aspect ratio
pix = layout.Size(value, units=self.units, win=self.win).pix
# Replace None value with scaled pix value
i = isNone.argmax()
ni = isNone.argmin()
pix[i] = pix[ni] * self.aspectRatio[i] / self.aspectRatio[ni]
# Recreate layout object from pix
value = layout.Size(pix, units="pix", win=self.win)
elif (self.aspectRatio is not None) and (isNone.all()):
# If both values are None, use pixel size
value = layout.Size(self._origSize, units="pix", win=self.win)
# Do base setting
BaseVisualStim.size.fset(self, value)
@attributeSetter
def mask(self, value):
"""The alpha mask that can be used to control the outer
shape of the stimulus
+ **None**, 'circle', 'gauss', 'raisedCos'
+ or the name of an image file (most formats supported)
+ or a numpy array (1xN or NxN) ranging -1:1
"""
self.__dict__['mask'] = value
self._createTexture(value, id=self._maskID,
pixFormat=GL.GL_ALPHA,
dataType=GL.GL_UNSIGNED_BYTE,
stim=self,
res=self.texRes,
maskParams=self.maskParams,
forcePOW2=False,
wrapping=True)
[docs] def setMask(self, value, log=None):
"""Usually you can use 'stim.attribute = value' syntax instead,
but use this method if you need to suppress the log message.
"""
setAttribute(self, 'mask', value, log)