CubicSDR/src/PrimaryGLContext.h

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#pragma once
#include "wx/glcanvas.h"
#include "wx/timer.h"
#include <vector>
#include <queue>
#include "CubicSDRDefs.h"
#include "fftw3.h"
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#include "liquid.h"
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#include "Demodulate.h"
#ifdef WIN32
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#include <AL/al.h>
#include <AL/alc.h>
#else
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#endif
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#define AL_NUM_BUFFERS 16
#define AL_BUFFER_SIZE 4096
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class PrimaryGLContext: public wxGLContext {
public:
PrimaryGLContext(wxGLCanvas *canvas);
void Plot(std::vector<float> &points, std::vector<float> &points2);
private:
// textures for the cube faces
GLuint m_textures[6];
};
class TestGLCanvas: public wxGLCanvas {
public:
TestGLCanvas(wxWindow *parent, int *attribList = NULL);
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~TestGLCanvas();
void setData(std::vector<signed char> *data);
private:
void OnPaint(wxPaintEvent& event);
void OnKeyDown(wxKeyEvent& event);
void OnIdle(wxIdleEvent &event);
wxWindow *parent;
std::vector<float> spectrum_points;
std::vector<float> waveform_points;
fftw_complex *in, *out[2];
fftw_plan plan[2];
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firfilt_crcf fir_filter;
float fft_ceil_ma, fft_ceil_maa;
std::vector<float> fft_result;
std::vector<float> fft_result_ma;
std::vector<float> fft_result_maa;
std::queue< std::vector <ALuint> * > audio_queue;
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Demodulate demod;
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ALCdevice *dev;
ALCcontext *ctx;
ALuint source, buffers[AL_NUM_BUFFERS];
ALuint frequency;
ALenum format;
wxDECLARE_EVENT_TABLE();
};