function luttex = PsychHelperCreateGenericLuminanceToRGBA8LUT(lut) % luttex = PsychHelperCreateGenericLuminanceToRGBA8LUT(lut); % % Helper function for PsychImaging() - Don't call from usercode! % % Used by PsychImaging(....,'EnableGenericHighPrecisionLuminanceOutput', lut); % Converts a luminance -> RGB8 or RGBA8 LUT as provided in the 3- or 4 rows % by n columns matrix 'lut' into an equivalent RGBA8 lookup table texture, % then returns the texture handle to the calling routine. % % 'lut' = 3 rows by nslots columns uint8 matrix for LUT's that map the % input luminance value range [0.0 - 1.0] to the integral 0 - nslots range, % then lookup the corresponding RGB8 output pixel in the lut. If 'lut' has % 4 rows, then the 4th row encodes alpha-channel - This is only useful for % debugging, as teh alpha channel can't be output to the external device. % % Implementation details: % % The lut texture is built as a 256x256 2D rectangle texture, allowing for % luts with up to 2^16 luminance slots that work on all supported graphics % hardware. One could extend the size of the texture to up to 8192x8192 on % latest hardware, allowing for up to 2^26 bits, but that is likely not % that useful, given that internal GPU precision is restricted to 23 bits % (floating point single precision) and there doesn't exist a single output % device with more than 16 bits of output resolution anyway. % % We assume GL is available: global GL; if nargin < 1 error('Called without mandatory "lut" input argument!'); end if isempty(lut) error('Called without mandatory "lut" input argument!'); end [channels, nslots] = size(lut); if channels<3 || channels>4 error('lut must have 3 or 4 rows aka channels!'); end if nslots < 1 || nslots > 2^16 error('lut must have between 1 and 65536 slots, aka columns!'); end if ~isa(lut,'uint8') error('lut must by of uint8 type!'); end % Pad lut with a fourth row of zeros, if it isn't already a 4 row lut: if channels~=4 lut = [lut ; uint8(zeros(1, nslots))]; end nrows = ceil(nslots / 256); ncols = 256; % Padding required? Expand lut with 'nexpand' zero-slots aka columns if lut % size is not a multiple of 'ncols' slots: if mod(nslots, ncols)~=0 nexpand = ncols - mod(nslots, ncols); lut = [lut , uint8(zeros(4, nexpand))]; end % Ok, our 'lut' is 4 rows aka channels, and has a multiple of 'ncols' slots % to cleanly fill 'nrows' rows of a 'nrows' by 'ncols' matrix. Copy it into % matrix: clut = uint8(zeros(4, ncols, nrows)); for i=1:nrows clut(1,:,i) = lut(1, (((i-1)*ncols + 1):(i*ncols))); clut(2,:,i) = lut(2, (((i-1)*ncols + 1):(i*ncols))); clut(3,:,i) = lut(3, (((i-1)*ncols + 1):(i*ncols))); clut(4,:,i) = lut(4, (((i-1)*ncols + 1):(i*ncols))); end % Build texture: % Create and setup texture from 'clut': luttex = glGenTextures(1); glBindTexture(GL.TEXTURE_RECTANGLE_EXT, luttex); glTexImage2D(GL.TEXTURE_RECTANGLE_EXT, 0, GL.RGBA, ncols, nrows, 0, GL.RGBA, GL.UNSIGNED_BYTE, clut); % Make sure we use nearest neighbour sampling: glTexParameteri(GL.TEXTURE_RECTANGLE_EXT, GL.TEXTURE_MIN_FILTER, GL.NEAREST); glTexParameteri(GL.TEXTURE_RECTANGLE_EXT, GL.TEXTURE_MAG_FILTER, GL.NEAREST); % And that we clamp to edge: glTexParameteri(GL.TEXTURE_RECTANGLE_EXT, GL.TEXTURE_WRAP_S, GL.CLAMP); glTexParameteri(GL.TEXTURE_RECTANGLE_EXT, GL.TEXTURE_WRAP_T, GL.CLAMP); glBindTexture(GL.TEXTURE_RECTANGLE_EXT, 0); % Ready, return luttex: return;