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https://github.com/cjcliffe/CubicSDR.git
synced 2026-06-02 06:04:39 -04:00
Staggered tile updates and moving texture window to eliminate constant memmove() for animation
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@@ -25,9 +25,12 @@ void WaterfallContext::Setup(int fft_size_in, int num_waterfall_lines_in) {
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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];
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memset(waterfall_tex[i], 0, half_fft_size * waterfall_lines);
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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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}
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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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@@ -71,51 +74,70 @@ void WaterfallContext::Draw(std::vector<float> &points) {
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if (points.size()) {
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for (int j = 0; j < 2; j++) {
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memmove(waterfall_tex[j] + half_fft_size, waterfall_tex[j], (waterfall_lines - 1) * half_fft_size);
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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;
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if (wv < 0.0)
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wv = 0.0;
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if (wv > 0.99)
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wv = 0.99;
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waterfall_tex[j][i] = (unsigned char) floor(wv * 255.0);
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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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}
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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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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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for (int i = 0; i < 2; i++) {
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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[i]);
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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 / (float) viewWidth;
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float half_texel = 1.0 / (float) half_fft_size;
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glBindTexture(GL_TEXTURE_2D, waterfall[0]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0);
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glTexCoord2f(0.0 + half_texel, 1.0 - half_texel);
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glVertex3f(-1.0, -1.0, 0.0);
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glTexCoord2f(1.0, 1.0);
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glVertex3f(0.0, -1.0, 0.0);
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glTexCoord2f(1.0, 0.0);
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glVertex3f(0.0, 1.0, 0.0);
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glTexCoord2f(0.0, 0.0);
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glTexCoord2f(1.0 - half_texel, 1.0 - half_texel);
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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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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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glVertex3f(-1.0, 1.0, 0.0);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, waterfall[1]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0);
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glVertex3f(0.0, -1.0, 0.0);
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glTexCoord2f(1.0, 1.0);
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glTexCoord2f(0.0 + half_texel, 1.0 - half_texel);
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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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glVertex3f(1.0, -1.0, 0.0);
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glTexCoord2f(1.0, 0.0);
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glTexCoord2f(1.0 - half_texel, 0.0 + half_texel);
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glVertex3f(1.0, 1.0, 0.0);
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glTexCoord2f(0.0, 0.0);
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glVertex3f(0.0, 1.0, 0.0);
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glTexCoord2f(0.0 + half_texel, 0.0 + half_texel);
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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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@@ -17,6 +17,7 @@ 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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