% Clear the workspace clear; close all; sca; % Here we call some default settings for setting up Psychtoolbox PsychDefaultSetup(2); % Setup Psychtoolbox for OpenGL 3D rendering support and initialize the % mogl OpenGL for Matlab wrapper InitializeMatlabOpenGL; % Distance to the sphere distanceCm = 60; % Radius of our earth sphere earthRad = 8; % Number of samples per pixel for multisampling multiSample = 4; % Find the screen to use for display screenid = max(Screen('Screens')); % Set the black and white index black = BlackIndex(screenid); % Start the PsychImaging Configuration PsychImaging('PrepareConfiguration'); PsychImaging('AddTask', 'General', 'FloatingPoint32Bit'); % Open an on screen window using PsychImaging to optimise drawing [window, winRect] = PsychImaging('OpenWindow', screenid, black,... [], 32, 2, [], multiSample); % Set to maximum priority topPriorityLevel = MaxPriority(window); Priority(topPriorityLevel); % Get the width and height of the window in pixels [screenXpix, screenYpix] = Screen('WindowSize', window); % Reported dimensions of the screen in cm [widthMm, heightMm] = Screen('DisplaySize', screenid); screenWidth = widthMm / 10; screenHeight = heightMm / 10; % Measure the vertical refresh rate of the monitor ifi = Screen('GetFlipInterval', window); % Fill the screen black Screen('FillRect', window, black); Screen('Flip', window); %---------------------------------------------------------------------- % Load and make the earth texture %---------------------------------------------------------------------- % Load the earth texture and make it into a texture. This is a texture % freely avaliable from NASA at the following link. % https://www.visibleearth.nasa.gov/... % images/57735/the-blue-marble-land-surface-ocean-color-sea-ice-and-clouds myimg = imread([cd '/NASA Earth.jpg']); mytex = Screen('MakeTexture', window, myimg, [], 1, 0); % Make into an OpenGL texture [gltex, gltextarget] = Screen('GetOpenGLTexture', window, mytex); %---------------------------------------------------------------------- % OpenGL Setup %---------------------------------------------------------------------- % We start the OpenGL context Screen('BeginOpenGL', window); % Set background color to 'black' glClearColor(0, 0, 0, 0); % Enable depth buffer glEnable(GL.DEPTH_TEST); %---------------------------------------------------------------------- % We will use perspective projection %---------------------------------------------------------------------- % Near and far clipping planes (these difine the rendering volume, anything % outside of these is not rendered) clipNear = 0.1; clipFar = 100; % Angular subtense of the screen angle = 2 * atand((screenHeight / 2) / distanceCm); % Aspect ratio of the screen aspectRatio = screenWidth / screenHeight; % Lets set up a projection matrix, the projection matrix defines how images % in our 3D simulated scene are projected to the images on our 2D monitor glMatrixMode(GL.PROJECTION); glLoadIdentity; gluPerspective(angle, aspectRatio, clipNear, clipFar); % Setup modelview matrix: This defines the position, orientation and % direction of the virtual camera that will look at our scene with glMatrixMode(GL.MODELVIEW); glLoadIdentity; % Location of the camera cam = [0 0 0]; % Set our camera to be looking directly down the -Z axis (depth) of our % coordinate system fix = [0 0 -1]; % Define "up" up = [0 1 0]; % Here we set up the attributes of our camera using the variables we have % defined in the last three lines of code gluLookAt(cam(1), cam(2), cam(3), fix(1), fix(2), fix(3), up(1), up(2), up(3)); %---------------------------------------------------------------------- % Setup the lighting for the environment %---------------------------------------------------------------------- % Enable OpenGL Lighting glEnable(GL.LIGHTING); % Force there to be no ambient light (OpenGL default is for there to be % some) glLightModelfv(GL.LIGHT_MODEL_AMBIENT, [0 0 0 1]); % Define a local light source glEnable(GL.LIGHT0); % Defuse light only glLightfv(GL.LIGHT0, GL.DIFFUSE, [1 1 1 1]); % Point the light at the origin (this is where we will place our sphere) glLightfv(GL.LIGHT0, GL.SPOT_DIRECTION, [0 0 -distanceCm]); % Allow normalisation glEnable(GL.NORMALIZE); %---------------------------------------------------------------------- % Enable the earth texture and make the earth %---------------------------------------------------------------------- % Enable the texture glEnable(gltextarget); % Bind the texture for use glBindTexture(gltextarget, gltex); % Allow the colour of the texture and the lighting to interact glTexEnvfv(GL.TEXTURE_ENV,GL.TEXTURE_ENV_MODE,GL.MODULATE); % Cyclic clamping of the texture glTexParameteri(gltextarget, GL.TEXTURE_WRAP_S, GL.REPEAT); glTexParameteri(gltextarget, GL.TEXTURE_WRAP_T, GL.REPEAT); % Filtring for the texture glTexParameteri(gltextarget, GL.TEXTURE_MIN_FILTER, GL.LINEAR); glTexParameteri(gltextarget, GL.TEXTURE_MAG_FILTER, GL.LINEAR); % Make a quadratic sphere mysphere = gluNewQuadric; % Generate texture coordinate automatically gluQuadricTexture(mysphere, GL.TRUE); % Move the earth down the negative z-axis glTranslatef(0, 0, -distanceCm) glRotatef(-90, 1, 0, 0); % Render the sphere gluSphere(mysphere, earthRad, 1000, 1000); % We are done with OenGL for now in order to flip Screen('EndOpenGL', window); % Flip to the screen Screen('Flip', window); % Wait for a keyboard button press to exit KbStrokeWait(-1); % Clear the screen sca