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OpenGL modernization: draw the waterfall the new way
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3aabeb4399
commit
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@ -36,6 +36,7 @@ public:
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void initializeGL();
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void initTexture(const QImage& image);
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void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
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void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices);
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void cleanup();
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@ -180,9 +180,12 @@ private:
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GLShaderSimple m_glShaderSimple;
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GLShaderTextured m_glShaderLeftScale;
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GLShaderTextured m_glShaderFrequencyScale;
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GLShaderTextured m_glShaderWaterfall;
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int m_matrixLoc;
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int m_colorLoc;
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static const int m_waterfallBufferHeight = 256;
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void updateWaterfall(const std::vector<Real>& spectrum);
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void updateHistogram(const std::vector<Real>& spectrum);
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@ -74,6 +74,18 @@ void GLShaderTextured::initTexture(const QImage& image)
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m_texture->setWrapMode(QOpenGLTexture::Repeat);
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}
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void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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if (!m_texture) {
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qDebug("GLShaderTextured::subTexture: no texture defined. Doing nothing");
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return;
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}
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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m_texture->bind();
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f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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@ -512,6 +512,7 @@ void GLSpectrum::initializeGL()
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m_glShaderSimple.initializeGL();
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m_glShaderLeftScale.initializeGL();
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m_glShaderFrequencyScale.initializeGL();
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m_glShaderWaterfall.initializeGL();
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}
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void GLSpectrum::resizeGL(int width, int height)
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@ -556,10 +557,7 @@ void GLSpectrum::paintGL()
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// paint waterfall
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if (m_displayWaterfall)
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{
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glPushMatrix();
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glTranslatef(m_glWaterfallRect.x(), m_glWaterfallRect.y(), 0);
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glScalef(m_glWaterfallRect.width(), m_glWaterfallRect.height(), 1);
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#ifdef GL_DEPRECATED
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glBindTexture(GL_TEXTURE_2D, m_waterfallTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -575,9 +573,13 @@ void GLSpectrum::paintGL()
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float prop_y = m_waterfallTexturePos / (m_waterfallTextureHeight - 1.0);
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float off = 1.0 / (m_waterfallTextureHeight - 1.0);
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glPushMatrix();
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glTranslatef(m_glWaterfallRect.x(), m_glWaterfallRect.y(), 0);
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glScalef(m_glWaterfallRect.width(), m_glWaterfallRect.height(), 1);
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glEnable(GL_TEXTURE_2D);
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#ifdef GL_DEPRECATED
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glBegin(GL_QUADS);
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glTexCoord2f(0, prop_y + 1 - off);
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glVertex2f(0, m_invertedWaterfall ? 0 : 1);
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@ -588,6 +590,9 @@ void GLSpectrum::paintGL()
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glTexCoord2f(0, prop_y);
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glVertex2f(0, m_invertedWaterfall ? 1 : 0);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glPopMatrix();
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#else
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{
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GLfloat vtx1[] = {
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@ -596,6 +601,19 @@ void GLSpectrum::paintGL()
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1, m_invertedWaterfall ? 1.0f : 0.0f,
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0, m_invertedWaterfall ? 1.0f : 0.0f
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};
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for (int i = 0; i < m_waterfallBufferPos; i++)
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{
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m_glShaderWaterfall.subTexture(0, m_waterfallTexturePos, m_fftSize, 1, m_waterfallBuffer->scanLine(i));
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m_waterfallTexturePos = (m_waterfallTexturePos + 1) % m_waterfallTextureHeight;
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}
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m_waterfallBufferPos = 0;
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float prop_y = m_waterfallTexturePos / (m_waterfallTextureHeight - 1.0);
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float off = 1.0 / (m_waterfallTextureHeight - 1.0);
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GLfloat tex1[] = {
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0, prop_y + 1 - off,
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1, prop_y + 1 - off,
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@ -603,27 +621,9 @@ void GLSpectrum::paintGL()
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0, prop_y
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};
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#ifdef GL_ANDROID
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glEnableVertexAttribArray(GL_VERTEX_ARRAY);
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glEnableVertexAttribArray(GL_TEXTURE_COORD_ARRAY);
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glVertexAttribPointer(GL_VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, vtx1);
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glVertexAttribPointer(GL_TEXTURE_COORD_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, tex1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(GL_VERTEX_ARRAY);
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glDisableVertexAttribArray(GL_TEXTURE_COORD_ARRAY);
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#else
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vtx1);
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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m_glShaderWaterfall.drawSurface(m_glWaterfallBoxMatrix, tex1, vtx1, 4);
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}
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#endif
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glDisable(GL_TEXTURE_2D);
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glPopMatrix();
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// paint channels
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if (m_mouseInside)
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@ -1998,25 +1998,52 @@ void GLSpectrum::applyChanges()
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}
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bool fftSizeChanged = true;
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if(m_waterfallBuffer != NULL)
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if(m_waterfallBuffer != NULL) {
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fftSizeChanged = m_waterfallBuffer->width() != m_fftSize;
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}
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bool windowSizeChanged = m_waterfallTextureHeight != waterfallHeight;
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if (fftSizeChanged || windowSizeChanged)
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{
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if(m_waterfallBuffer != 0) {
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delete m_waterfallBuffer;
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}
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m_waterfallBuffer = new QImage(m_fftSize, waterfallHeight, QImage::Format_ARGB32);
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if(m_waterfallBuffer != 0)
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{
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m_waterfallBuffer->fill(qRgb(0x00, 0x00, 0x00));
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m_glShaderWaterfall.initTexture(*m_waterfallBuffer);
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m_waterfallBufferPos = 0;
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}
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else
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{
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m_fftSize = 0;
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m_changesPending = true;
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return;
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}
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}
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if(fftSizeChanged) {
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#ifdef GL_DEPRECATED
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if(m_waterfallBuffer != NULL) {
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delete m_waterfallBuffer;
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m_waterfallBuffer = NULL;
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}
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m_waterfallBuffer = new QImage(m_fftSize, 256, QImage::Format_ARGB32);
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m_waterfallBuffer = new QImage(m_fftSize, m_waterfallBufferHeight, QImage::Format_ARGB32);
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if(m_waterfallBuffer != NULL) {
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m_waterfallBuffer->fill(qRgb(0x00, 0x00, 0x00));
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m_glShaderWaterfall.initTexture(*m_waterfallBuffer);
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m_waterfallBufferPos = 0;
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} else {
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m_fftSize = 0;
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m_changesPending = true;
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return;
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}
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#endif
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if(m_histogramBuffer != NULL) {
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delete m_histogramBuffer;
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m_histogramBuffer = NULL;
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