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https://github.com/cjcliffe/CubicSDR.git
synced 2025-03-28 23:29:07 -04:00
Move waterfall animation to GPU
- Refactored texture generation to linear wrap in GPU memory with glTexSubImage2D (1 line per frame upload max) - Texture upload per frame reduced nearly 700-800x (~2-4kb instead of ~1.6mb)
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parent
b9efb43a6b
commit
679ad64a1f
src/visual
@ -6,7 +6,6 @@ WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedC
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PrimaryGLContext(canvas, sharedContext), waterfall_lines(0), fft_size(0), activeTheme(NULL) {
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for (int i = 0; i < 2; i++) {
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waterfall[i] = 0;
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waterfall_tex[i] = 0;
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}
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}
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@ -21,20 +20,14 @@ void WaterfallContext::Setup(int fft_size_in, int num_waterfall_lines_in) {
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glDeleteTextures(1, &waterfall[i]);
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waterfall[i] = 0;
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}
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if (waterfall_tex[i]) {
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delete waterfall_tex[i];
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}
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waterfall_tex[i] = new unsigned char[half_fft_size * waterfall_lines * 2];
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memset(waterfall_tex[i], 0, half_fft_size * waterfall_lines * 2);
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waterfall_ofs[i] = waterfall_lines - 1;
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}
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// Stagger memory updates at half intervals for tiles
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waterfall_ofs[0] = waterfall_lines;
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waterfall_ofs[1] = waterfall_lines - waterfall_lines / 8;
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}
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void WaterfallContext::refreshTheme() {
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glEnable(GL_TEXTURE_2D);
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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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@ -48,21 +41,33 @@ void WaterfallContext::refreshTheme() {
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void WaterfallContext::Draw(std::vector<float> &points) {
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glEnable(GL_TEXTURE_2D);
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int half_fft_size = fft_size / 2;
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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 (!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_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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delete waterfall_tex;
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}
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if (activeTheme != ThemeMgr::mgr.currentTheme) {
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@ -70,37 +75,24 @@ void WaterfallContext::Draw(std::vector<float> &points) {
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activeTheme = ThemeMgr::mgr.currentTheme;
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}
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int half_fft_size = fft_size / 2;
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if (points.size()) {
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unsigned char waterfall_slice[2][half_fft_size];
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for (int j = 0; j < 2; j++) {
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int ofs = waterfall_ofs[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) * 2 + 1];
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float wv = v < 0 ? 0 : (v > 0.99 ? 0.99 : v);
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waterfall_tex[j][i + ofs * half_fft_size] = (unsigned char) floor(wv * 255.0);
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waterfall_slice[j][i] = (unsigned char) floor(wv * 255.0);
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}
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int quarter_lines = (waterfall_lines / 4);
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int k = 4;
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while (k--) {
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if (waterfall_ofs[j] == quarter_lines * k) {
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memcpy(waterfall_tex[j] + (waterfall_lines * half_fft_size) + (quarter_lines * k * half_fft_size),
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waterfall_tex[j] + (quarter_lines * k * half_fft_size), quarter_lines * half_fft_size);
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}
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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[j]);
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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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glBindTexture(GL_TEXTURE_2D, waterfall[j]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, half_fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE,
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(GLvoid *) (waterfall_tex[j] + (half_fft_size * (waterfall_ofs[j]))));
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waterfall_ofs[j]--;
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}
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}
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@ -108,35 +100,39 @@ void WaterfallContext::Draw(std::vector<float> &points) {
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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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glGetIntegerv(GL_VIEWPORT, vp);
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float viewWidth = (float) vp[2];
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float viewHeight = (float) vp[3];
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// some bias to prevent seams at odd scales
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float half_pixel = 1.0 / (float) viewWidth;
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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 - half_texel);
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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 - half_texel);
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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 + half_texel);
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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 + half_texel);
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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 - half_texel);
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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 - half_texel);
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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 + half_texel);
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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 + half_texel);
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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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@ -144,5 +140,4 @@ void WaterfallContext::Draw(std::vector<float> &points) {
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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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@ -16,7 +16,6 @@ public:
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private:
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GLuint waterfall[2];
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unsigned char *waterfall_tex[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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