Separate Primary GL Context and visuals canvas

Can now create multiple GL canvases with shared context
This commit is contained in:
Charles J. Cliffe
2014-11-12 21:55:11 -05:00
parent 02cd0f6516
commit 541ab5614c
13 changed files with 448 additions and 375 deletions
+171
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#include "ScopeCanvas.h"
#include "wx/wxprec.h"
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#if !wxUSE_GLCANVAS
#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
#endif
#include "CubicSDR.h"
#include "CubicSDRDefs.h"
#include "AppFrame.h"
#include <algorithm>
wxBEGIN_EVENT_TABLE(ScopeCanvas, wxGLCanvas) EVT_PAINT(ScopeCanvas::OnPaint)
EVT_KEY_DOWN(ScopeCanvas::OnKeyDown)
EVT_IDLE(ScopeCanvas::OnIdle)
wxEND_EVENT_TABLE()
ScopeCanvas::ScopeCanvas(wxWindow *parent, int *attribList) :
wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
wxFULL_REPAINT_ON_RESIZE), parent(parent) {
int in_block_size = BUF_SIZE / 2;
int out_block_size = FFT_SIZE;
in = (fftw_complex*) fftw_malloc(sizeof(fftw_complex) * in_block_size);
out[0] = (fftw_complex*) fftw_malloc(sizeof(fftw_complex) * out_block_size);
out[1] = (fftw_complex*) fftw_malloc(sizeof(fftw_complex) * out_block_size);
plan[0] = fftw_plan_dft_1d(out_block_size, in, out[0], FFTW_FORWARD, FFTW_MEASURE);
plan[1] = fftw_plan_dft_1d(out_block_size, out[0], out[1], FFTW_BACKWARD, FFTW_MEASURE);
fft_ceil_ma = fft_ceil_maa = 100.0;
fft_floor_ma = fft_floor_maa = 0.0;
glContext = new ScopeContext(this, &wxGetApp().GetContext(this));
}
ScopeCanvas::~ScopeCanvas() {
}
void ScopeCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
wxPaintDC dc(this);
const wxSize ClientSize = GetClientSize();
glContext->SetCurrent(*this);
glViewport(0, 0, ClientSize.x, ClientSize.y);
glContext->Plot(spectrum_points, test_demod.waveform_points);
SwapBuffers();
}
void ScopeCanvas::OnKeyDown(wxKeyEvent& event) {
float angle = 5.0;
unsigned int freq;
switch (event.GetKeyCode()) {
case WXK_RIGHT:
freq = ((AppFrame*) parent)->getFrequency();
freq += 100000;
((AppFrame*) parent)->setFrequency(freq);
break;
case WXK_LEFT:
freq = ((AppFrame*) parent)->getFrequency();
freq -= 100000;
((AppFrame*) parent)->setFrequency(freq);
break;
case WXK_DOWN:
break;
case WXK_UP:
break;
case WXK_SPACE:
break;
default:
event.Skip();
return;
}
}
void multiply2(float ar, float aj, float br, float bj, float *cr, float *cj) {
*cr = ar * br - aj * bj;
*cj = aj * br + ar * bj;
}
float polar_discriminant2(float ar, float aj, float br, float bj) {
float cr, cj;
double angle;
multiply2(ar, aj, br, -bj, &cr, &cj);
angle = atan2(cj, cr);
return (angle / M_PI);
}
void ScopeCanvas::setData(std::vector<signed char> *data) {
if (data && data->size()) {
if (spectrum_points.size() < FFT_SIZE * 2) {
spectrum_points.resize(FFT_SIZE * 2);
}
for (int i = 0; i < BUF_SIZE / 2; i++) {
in[i][0] = (float) (*data)[i * 2] / 127.0f;
in[i][1] = (float) (*data)[i * 2 + 1] / 127.0f;
}
fftw_execute(plan[0]);
double fft_ceil = 0, fft_floor = 1;
if (fft_result.size() < FFT_SIZE) {
fft_result.resize(FFT_SIZE);
fft_result_ma.resize(FFT_SIZE);
fft_result_maa.resize(FFT_SIZE);
}
for (int j = 0; j < 2; j++) {
for (int i = 0, iMax = FFT_SIZE / 2; i < iMax; i++) {
double a = out[0][i][0];
double b = out[0][i][1];
double c = sqrt(a * a + b * b);
double x = out[0][FFT_SIZE / 2 + i][0];
double y = out[0][FFT_SIZE / 2 + i][1];
double z = sqrt(x * x + y * y);
fft_result[i] = (z);
fft_result[FFT_SIZE / 2 + i] = (c);
}
}
float time_slice = (float) SRATE / (float) (BUF_SIZE / 2);
for (int i = 0, iMax = FFT_SIZE; i < iMax; i++) {
fft_result_maa[i] += (fft_result_ma[i] - fft_result_maa[i]) * 0.65;
fft_result_ma[i] += (fft_result[i] - fft_result_ma[i]) * 0.65;
if (fft_result_maa[i] > fft_ceil) {
fft_ceil = fft_result_maa[i];
}
if (fft_result_maa[i] < fft_floor) {
fft_floor = fft_result_maa[i];
}
}
fft_ceil += 1;
fft_floor -= 1;
fft_ceil_ma = fft_ceil_ma + (fft_ceil - fft_ceil_ma) * 0.01;
fft_ceil_maa = fft_ceil_maa + (fft_ceil_ma - fft_ceil_maa) * 0.01;
fft_floor_ma = fft_floor_ma + (fft_floor - fft_floor_ma) * 0.01;
fft_floor_maa = fft_floor_maa + (fft_floor_ma - fft_floor_maa) * 0.01;
// fftw_execute(plan[1]);
for (int i = 0, iMax = FFT_SIZE; i < iMax; i++) {
float v = (log10(fft_result_maa[i] - fft_floor_maa) / log10(fft_ceil_maa - fft_floor_maa));
spectrum_points[i * 2] = ((float) i / (float) iMax);
spectrum_points[i * 2 + 1] = v;
}
test_demod.writeBuffer(data);
}
}
void ScopeCanvas::OnIdle(wxIdleEvent &event) {
Refresh(false);
}
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#pragma once
#include "wx/glcanvas.h"
#include "wx/timer.h"
#include <vector>
#include <queue>
#include "ScopeContext.h"
#include "fftw3.h"
#include "Demodulator.h"
class ScopeCanvas: public wxGLCanvas {
public:
ScopeCanvas(wxWindow *parent, int *attribList = NULL);
~ScopeCanvas();
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;
fftw_complex *in, *out[2];
fftw_plan plan[2];
float fft_ceil_ma, fft_ceil_maa;
float fft_floor_ma, fft_floor_maa;
std::vector<float> fft_result;
std::vector<float> fft_result_ma;
std::vector<float> fft_result_maa;
Demodulator test_demod;
ScopeContext *glContext;wxDECLARE_EVENT_TABLE();
};
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#include "ScopeContext.h"
#include "ScopeCanvas.h"
ScopeContext::ScopeContext(ScopeCanvas *canvas, wxGLContext *sharedContext) :
PrimaryGLContext(canvas, sharedContext) {
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glGenTextures(1, &waterfall);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, waterfall);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
grad.addColor(GradientColor(0, 0, 0));
grad.addColor(GradientColor(0, 0, 1.0));
grad.addColor(GradientColor(0, 1.0, 0));
grad.addColor(GradientColor(1.0, 1.0, 0));
grad.addColor(GradientColor(1.0, 0.2, 0.0));
grad.generate(256);
glPixelTransferi(GL_MAP_COLOR, GL_TRUE);
glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(grad.getRed())[0]);
glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(grad.getGreen())[0]);
glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(grad.getBlue())[0]);
}
void ScopeContext::Plot(std::vector<float> &points, std::vector<float> &points2) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (points.size()) {
memmove(waterfall_tex + FFT_SIZE, waterfall_tex, (NUM_WATERFALL_LINES - 1) * FFT_SIZE);
for (int i = 0, iMax = FFT_SIZE; i < iMax; i++) {
float v = points[i * 2 + 1];
float wv = v;
if (wv < 0.0)
wv = 0.0;
if (wv > 1.0)
wv = 1.0;
waterfall_tex[i] = (unsigned char) floor(wv * 255.0);
}
}
glBindTexture(GL_TEXTURE_2D, waterfall);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, FFT_SIZE, NUM_WATERFALL_LINES, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex);
glDisable(GL_TEXTURE_2D);
glColor3f(1.0, 1.0, 1.0);
if (points.size()) {
glPushMatrix();
glTranslatef(-1.0f, -0.9f, 0.0f);
glScalef(2.0f, 1.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &points[0]);
glDrawArrays(GL_LINE_STRIP, 0, points.size() / 2);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
if (points2.size()) {
glPushMatrix();
glTranslatef(-1.0f, 0.5f, 0.0f);
glScalef(2.0f, 1.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &points2[0]);
glDrawArrays(GL_LINE_STRIP, 0, points2.size() / 2);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
glEnable(GL_TEXTURE_2D);
// glEnable(GL_COLOR_TABLE);
glBindTexture(GL_TEXTURE_2D, waterfall);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glFlush();
CheckGLError();
}
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#pragma once
#include "PrimaryGLContext.h"
#include "Gradient.h"
#define NUM_WATERFALL_LINES 512
class ScopeCanvas;
class ScopeContext: public PrimaryGLContext {
public:
ScopeContext(ScopeCanvas *canvas, wxGLContext *sharedContext);
void Plot(std::vector<float> &points, std::vector<float> &points2);
private:
Gradient grad;
GLuint waterfall;
unsigned char waterfall_tex[FFT_SIZE * NUM_WATERFALL_LINES];
};