mirror of
https://github.com/cjcliffe/CubicSDR.git
synced 2026-07-25 19:44:08 -04:00
Re-usable WaterfallPanel to replace WaterfallContext
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#include "SpectrumPanel.h"
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#pragma once
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#include "GLPanel.h"
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class SpectrumPanel : public GLPanel {
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};
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#include "WaterfallPanel.h"
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WaterfallPanel::WaterfallPanel() : GLPanel(), fft_size(0), waterfall_lines(0), waterfall_slice(NULL), activeTheme(NULL) {
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for (int i = 0; i < 2; i++) {
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waterfall[i] = 0;
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}
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}
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void WaterfallPanel::setup(int fft_size_in, int num_waterfall_lines_in) {
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waterfall_lines = num_waterfall_lines_in;
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fft_size = fft_size_in;
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if (points.size() != fft_size) {
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points.resize(fft_size);
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}
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for (int i = 0; i < 2; i++) {
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if (waterfall[i]) {
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glDeleteTextures(1, &waterfall[i]);
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waterfall[i] = 0;
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}
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waterfall_ofs[i] = waterfall_lines - 1;
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}
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}
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void WaterfallPanel::refreshTheme() {
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glEnable (GL_TEXTURE_2D);
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for (int i = 0; i < 2; i++) {
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glBindTexture(GL_TEXTURE_2D, waterfall[i]);
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glPixelTransferi(GL_MAP_COLOR, GL_TRUE);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getRed())[0]);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getGreen())[0]);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getBlue())[0]);
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}
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}
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void WaterfallPanel::setPoints(std::vector<float> &points) {
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int halfPts = points.size()/2;
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if (halfPts == fft_size) {
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for (int i = 0; i < fft_size; i++) {
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this->points[i] = points[i*2+1];
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}
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} else {
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this->points.assign(points.begin(), points.end());
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}
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}
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void WaterfallPanel::step() {
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int half_fft_size = fft_size / 2;
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if (!waterfall[0]) {
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glGenTextures(2, waterfall);
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unsigned char *waterfall_tex;
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waterfall_tex = new unsigned char[half_fft_size * waterfall_lines];
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memset(waterfall_tex, 0, half_fft_size * waterfall_lines);
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for (int i = 0; i < 2; i++) {
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glBindTexture(GL_TEXTURE_2D, waterfall[i]);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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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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glBindTexture(GL_TEXTURE_2D, waterfall[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, half_fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex);
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}
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if (waterfall_slice != NULL) {
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delete waterfall_slice;
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}
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waterfall_slice = new unsigned char[half_fft_size];
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delete[] waterfall_tex;
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}
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if (points.size()) {
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for (int j = 0; j < 2; j++) {
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for (int i = 0, iMax = half_fft_size; i < iMax; i++) {
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float v = points[j * half_fft_size + i];
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float wv = v < 0 ? 0 : (v > 0.99 ? 0.99 : v);
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waterfall_slice[i] = (unsigned char) floor(wv * 255.0);
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}
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glBindTexture(GL_TEXTURE_2D, waterfall[j]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, waterfall_ofs[j], half_fft_size, 1, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_slice);
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if (waterfall_ofs[j] == 0) {
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waterfall_ofs[j] = waterfall_lines;
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}
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waterfall_ofs[j]--;
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}
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}
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}
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void WaterfallPanel::drawPanelContents() {
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if (!waterfall[0]) {
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return;
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}
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int half_fft_size = fft_size / 2;
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glLoadMatrixf(transform);
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glEnable (GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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if (activeTheme != ThemeMgr::mgr.currentTheme) {
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refreshTheme();
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activeTheme = ThemeMgr::mgr.currentTheme;
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}
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glColor3f(1.0, 1.0, 1.0);
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GLint vp[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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float viewWidth = (float) vp[2];
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// some bias to prevent seams at odd scales
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float half_pixel = 1.0 / viewWidth;
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float half_texel = 1.0 / (float) half_fft_size;
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float vtexel = 1.0 / (float) waterfall_lines;
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float vofs = (float) (waterfall_ofs[0] + 1) * vtexel;
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glBindTexture(GL_TEXTURE_2D, waterfall[0]);
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glBegin (GL_QUADS);
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glTexCoord2f(0.0 + half_texel, 1.0 + vofs);
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glVertex3f(-1.0, -1.0, 0.0);
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glTexCoord2f(1.0 - half_texel, 1.0 + vofs);
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glVertex3f(0.0 + half_pixel, -1.0, 0.0);
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glTexCoord2f(1.0 - half_texel, 0.0 + vofs);
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glVertex3f(0.0 + half_pixel, 1.0, 0.0);
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glTexCoord2f(0.0 + half_texel, 0.0 + vofs);
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glVertex3f(-1.0, 1.0, 0.0);
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glEnd();
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vofs = (float) (waterfall_ofs[1] + 1) * vtexel;
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glBindTexture(GL_TEXTURE_2D, waterfall[1]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0 + half_texel, 1.0 + vofs);
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glVertex3f(0.0 - half_pixel, -1.0, 0.0);
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glTexCoord2f(1.0 - half_texel, 1.0 + vofs);
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glVertex3f(1.0, -1.0, 0.0);
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glTexCoord2f(1.0 - half_texel, 0.0 + vofs);
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glVertex3f(1.0, 1.0, 0.0);
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glTexCoord2f(0.0 + half_texel, 0.0 + vofs);
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glVertex3f(0.0 - half_pixel, 1.0, 0.0);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_TEXTURE_2D);
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}
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@@ -0,0 +1,25 @@
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#pragma once
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#include "GLPanel.h"
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class WaterfallPanel : public GLPanel {
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public:
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WaterfallPanel();
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void setup(int fft_size_in, int num_waterfall_lines_in);
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void refreshTheme();
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void setPoints(std::vector<float> &points);
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void step();
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void drawPanelContents();
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std::vector<float> points;
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bool needsUpdate;
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private:
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GLuint waterfall[2];
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int waterfall_ofs[2];
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int fft_size;
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int waterfall_lines;
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unsigned char *waterfall_slice;
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ColorTheme *activeTheme;
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};
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