GLScope: rainbow palette for Y1 on polar displays

This commit is contained in:
f4exb 2019-10-15 01:24:36 +02:00
parent 198de8d139
commit 97dc714d4e
5 changed files with 235 additions and 5 deletions

View File

@ -30,6 +30,7 @@ set(sdrgui_SOURCES
gui/externalclockdialog.cpp
gui/glscope.cpp
gui/glscopegui.cpp
gui/glshadercolors.cpp
gui/glshadersimple.cpp
gui/glshadertextured.cpp
gui/glshadertvarray.cpp
@ -100,6 +101,7 @@ set(sdrgui_HEADERS
gui/externalclockdialog.h
gui/glscope.h
gui/glscopegui.h
gui/glshadercolors.h
gui/glshadersimple.h
gui/glshadertvarray.h
gui/glshadertextured.h

View File

@ -192,6 +192,7 @@ void GLScope::initializeGL()
//glDisable(GL_DEPTH_TEST);
m_glShaderSimple.initializeGL();
m_glShaderColors.initializeGL();
m_glShaderLeft1Scale.initializeGL();
m_glShaderBottom1Scale.initializeGL();
m_glShaderLeft2Scale.initializeGL();
@ -663,7 +664,12 @@ void GLScope::paintGL()
mat.setToIdentity();
mat.translate(-1.0f + 2.0f * rectX, 1.0f - 2.0f * rectY);
mat.scale(2.0f * rectW, -2.0f * rectH);
m_glShaderSimple.drawPolyline(mat, color, (GLfloat *)&trace[2 * start], end - start);
if (i == 1) { // Y1 in rainbow color
m_glShaderColors.drawPolyline(mat, (GLfloat *)&trace[2 * start], m_q3Colors.m_array, m_displayTraceIntensity / 100.0f, end - start);
} else {
m_glShaderSimple.drawPolyline(mat, color, (GLfloat *)&trace[2 * start], end - start);
}
// Paint trigger level if any
if ((traceData.m_triggerDisplayLevel > -1.0f) && (traceData.m_triggerDisplayLevel < 1.0f))
@ -796,10 +802,21 @@ void GLScope::paintGL()
mat.translate(-1.0f + 2.0f * rectX, 1.0f - 2.0f * rectY);
mat.scale(2.0f * rectW, -2.0f * rectH);
if (m_displayXYPoints) {
m_glShaderSimple.drawPoints(mat, color, q3, end - start);
} else {
m_glShaderSimple.drawPolyline(mat, color, q3, end - start);
if (i == 1) // Y1 in rainbow color
{
if (m_displayXYPoints) {
m_glShaderColors.drawPoints(mat, q3, m_q3Colors.m_array, m_displayTraceIntensity / 100.0f, end - start);
} else {
m_glShaderColors.drawPolyline(mat, q3, m_q3Colors.m_array, m_displayTraceIntensity / 100.0f, end - start);
}
}
else
{
if (m_displayXYPoints) {
m_glShaderSimple.drawPoints(mat, color, q3, end - start);
} else {
m_glShaderSimple.drawPolyline(mat, color, q3, end - start);
}
}
} // XY polar display
} // trace length > 0
@ -873,6 +890,8 @@ void GLScope::setTraceSize(int traceSize, bool emitSignal)
{
m_mutex.lock();
m_traceSize = traceSize;
m_q3Colors.allocate(3*traceSize);
setColorPalette(traceSize, m_q3Colors.m_array);
m_configChanged = true;
m_mutex.unlock();
update();
@ -1950,4 +1969,17 @@ void GLScope::drawCircle(float cx, float cy, float r, int num_segments, bool dot
vertices[4*ii+3] = y + cy;
}
}
}
// https://stackoverflow.com/questions/19452530/how-to-render-a-rainbow-spectrum
void GLScope::setColorPalette(int nbVertices, GLfloat *colors)
{
for (int v = 0; v < nbVertices; v++)
{
float x = 0.8f*(((float) v)/nbVertices);
QColor c = QColor::fromHslF(x, 0.8f, 0.6f);
colors[3*v] = c.redF();
colors[3*v+1] = c.greenF();
colors[3*v+2] = c.blueF();
}
}

View File

@ -30,6 +30,7 @@
#include "dsp/dsptypes.h"
#include "dsp/scopevis.h"
#include "gui/scaleengine.h"
#include "gui/glshadercolors.h"
#include "gui/glshadersimple.h"
#include "gui/glshadertextured.h"
#include "export.h"
@ -138,6 +139,7 @@ private:
QFont m_channelOverlayFont;
GLShaderSimple m_glShaderSimple;
GLShaderColors m_glShaderColors;
GLShaderTextured m_glShaderLeft1Scale;
GLShaderTextured m_glShaderBottom1Scale;
GLShaderTextured m_glShaderLeft2Scale;
@ -151,6 +153,7 @@ private:
IncrementalArray<GLfloat> m_q3TickX2;
IncrementalArray<GLfloat> m_q3Radii; //!< Polar grid radii
IncrementalArray<GLfloat> m_q3Circle; //!< Polar grid unit circle
IncrementalArray<GLfloat> m_q3Colors; //!< Colors for trace rainbow palette
static const int m_topMargin = 5;
static const int m_botMargin = 20;
@ -186,6 +189,7 @@ private:
void drawRectGrid2();
void drawPolarGrid2();
static void drawCircle(float cx, float cy, float r, int num_segments, bool dotted, GLfloat *vertices);
static void setColorPalette(int nbVertices, GLfloat *colors);
protected slots:
void cleanup();

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@ -0,0 +1,134 @@
///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2019 F4EXB //
// written by Edouard Griffiths //
// //
// This program is free software; you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation as version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License V3 for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
///////////////////////////////////////////////////////////////////////////////////
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLContext>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#include "glshadercolors.h"
GLShaderColors::GLShaderColors() :
m_program(nullptr),
m_matrixLoc(0),
m_alphaLoc(0)
{ }
GLShaderColors::~GLShaderColors()
{
cleanup();
}
void GLShaderColors::initializeGL()
{
m_program = new QOpenGLShaderProgram;
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceSimple)) {
qDebug() << "GLShaderColors::initializeGL: error in vertex shader: " << m_program->log();
}
if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) {
qDebug() << "GLShaderColors::initializeGL: error in fragment shader: " << m_program->log();
}
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("v_color", 1);
if (!m_program->link()) {
qDebug() << "GLShaderColors::initializeGL: error linking shader: " << m_program->log();
}
m_program->bind();
m_matrixLoc = m_program->uniformLocation("uMatrix");
m_alphaLoc = m_program->uniformLocation("uAlpha");
m_program->release();
}
void GLShaderColors::drawPoints(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
{
draw(GL_POINTS, transformMatrix, vertices, colors, alpha, nbVertices);
}
void GLShaderColors::drawPolyline(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
{
draw(GL_LINE_STRIP, transformMatrix, vertices, colors, alpha, nbVertices);
}
void GLShaderColors::drawSegments(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
{
draw(GL_LINES, transformMatrix, vertices, colors, alpha, nbVertices);
}
void GLShaderColors::drawContour(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
{
draw(GL_LINE_LOOP, transformMatrix, vertices, colors, alpha, nbVertices);
}
void GLShaderColors::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
{
draw(GL_TRIANGLE_FAN, transformMatrix, vertices, colors, alpha, nbVertices);
}
void GLShaderColors::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices)
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_program->setUniformValue(m_alphaLoc, alpha);
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glLineWidth(1.0f);
f->glEnableVertexAttribArray(0); // vertex
f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
f->glEnableVertexAttribArray(1); // colors
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors);
f->glDrawArrays(mode, 0, nbVertices);
f->glDisableVertexAttribArray(0);
f->glDisableVertexAttribArray(1);
m_program->release();
}
void GLShaderColors::cleanup()
{
if (m_program)
{
delete m_program;
m_program = nullptr;
}
}
const QString GLShaderColors::m_vertexShaderSourceSimple = QString(
"uniform highp mat4 uMatrix;\n"
"attribute highp vec4 vertex;\n"
"attribute vec3 v_color;\n"
"varying vec3 f_color;\n"
"void main() {\n"
" gl_Position = uMatrix * vertex;\n"
" f_color = v_color;\n"
"}\n"
);
const QString GLShaderColors::m_fragmentShaderSourceColored = QString(
"uniform mediump float uAlpha;\n"
"varying vec3 f_color;\n"
"void main() {\n"
" gl_FragColor = vec4(f_color.r, f_color.g, f_color.b, uAlpha);\n"
"}\n"
);

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@ -0,0 +1,58 @@
///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2019 F4EXB //
// written by Edouard Griffiths //
// //
// Inspired by: //
// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_03 // //
// //
// This program is free software; you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation as version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License V3 for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
///////////////////////////////////////////////////////////////////////////////////
#ifndef INCLUDE_GUI_GLSHADERCOLORS_H_
#define INCLUDE_GUI_GLSHADERCOLORS_H_
#include <QString>
#include <QOpenGLFunctions>
#include "export.h"
class QOpenGLShaderProgram;
class QMatrix4x4;
class QVector4D;
class SDRGUI_API GLShaderColors
{
public:
GLShaderColors();
~GLShaderColors();
void initializeGL();
void drawPoints(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
void drawPolyline(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
void drawSegments(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
void drawContour(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
void drawSurface(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
void cleanup();
private:
void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
QOpenGLShaderProgram *m_program;
int m_matrixLoc;
int m_alphaLoc;
static const QString m_vertexShaderSourceSimple;
static const QString m_fragmentShaderSourceColored;
};
#endif /* INCLUDE_GUI_GLSHADERCOLORS_H_ */