mirror of
https://github.com/cjcliffe/CubicSDR.git
synced 2024-11-25 13:18:37 -05:00
Test of draggable scope area + fixes
- Will be able to drag back/forth to cycle scope/spectrum/plot - Fix for two crashes
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parent
03c8619c5a
commit
7a0f523eaf
33
external/cubicvr2/math/mat4.h
vendored
33
external/cubicvr2/math/mat4.h
vendored
@ -74,13 +74,24 @@ namespace CubicVR {
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return mOut;
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}
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static mat4 perspective(__float fovy, __float aspect, __float znear, __float zfar) {
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static mat4 frustum(__float left, __float right, __float bottom, __float top, __float zNear, __float zFar) {
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__float A = (right + left) / (right - left);
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__float B = (top + bottom) / (top - bottom);
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__float C = - (zFar + zNear) / (zFar - zNear);
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__float D = - (-2.0 * zFar * zNear) / (zFar - zNear);
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return mat4((2.0 * zNear) / (right - left), 0, A, 0,
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0, (2.0 * zNear) / (top - bottom), B, 0,
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0, 0, C, D,
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0, 0, -1, 0);
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};
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static mat4 perspective(__float fovy, __float aspect, __float zNear, __float zFar) {
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__float yFac = tan(fovy * (float)M_PI / 360.0f);
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__float xFac = yFac * aspect;
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return mat4(
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1.0f / xFac, 0, 0, 0, 0, 1.0f / yFac, 0, 0, 0, 0, -(zfar + znear) / (zfar - znear), -1, 0, 0, -(2.0f * zfar * znear) / (zfar - znear), 0);
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return mat4::frustum(-xFac, xFac, -yFac, yFac, zNear, zFar);
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};
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static mat4 ortho(__float left,__float right,__float bottom,__float top,__float znear,__float zfar) {
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return mat4(2.0f / (right - left), 0, 0, 0, 0, 2.0f / (top - bottom), 0, 0, 0, 0, -2.0f / (zfar - znear), 0, -(left + right) / (right - left), -(top + bottom) / (top - bottom), -(zfar + znear) / (zfar - znear), 1);
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@ -300,8 +311,18 @@ namespace CubicVR {
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return mat4::translate(-eyex,-eyey,-eyez) * mat4( side[0], up[0], -forward[0], 0, side[1], up[1], -forward[1], 0, side[2], up[2], -forward[2], 0, 0, 0, 0, 1);
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};
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static vec3 unProject(mat4 pMatrix, mat4 mvMatrix, float width, float height, float winx, float winy, float winz) {
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vec4 p(((winx / width) * 2.0) - 1.0, -(((winy / height) * 2.0) - 1.0), 1.0, 1.0);
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vec4 invp = mat4::vec4_multiply(mat4::vec4_multiply(p, mat4::inverse(pMatrix)), mat4::inverse(mvMatrix));
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vec3 result(invp[0] / invp[3], invp[1] / invp[3], invp[2] / invp[3]);
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return result;
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};
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};
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}
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}
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#endif /* defined(__CubicVR2__mat4__) */
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@ -153,11 +153,12 @@ AppFrame::AppFrame() :
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waterfallCanvas->setup(2048, 512);
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waterfallDataThread = new FFTVisualDataThread();
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t_FFTData = new std::thread(&FFTVisualDataThread::threadMain, waterfallDataThread);
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waterfallDataThread->setInputQueue("IQDataInput", wxGetApp().getWaterfallVisualQueue());
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waterfallDataThread->setOutputQueue("FFTDataOutput", waterfallCanvas->getVisualDataQueue());
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t_FFTData = new std::thread(&FFTVisualDataThread::threadMain, waterfallDataThread);
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waterfallSpeedMeter = new MeterCanvas(this, attribList);
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waterfallSpeedMeter->setHelpTip("Waterfall speed, click or drag to adjust (max 1024 lines per second)");
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waterfallSpeedMeter->setMax(sqrt(1024));
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@ -2,6 +2,7 @@
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#include "ColorTheme.h"
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ScopePanel::ScopePanel() : GLPanel(), scopeMode(SCOPE_MODE_Y) {
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setFill(GLPanelFillType::GLPANEL_FILL_NONE);
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bgPanel.setFill(GLPanelFillType::GLPANEL_FILL_GRAD_BAR_Y);
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bgPanelStereo[0].setFill(GLPanelFillType::GLPANEL_FILL_GRAD_BAR_Y);
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bgPanelStereo[0].setPosition(0, 0.5);
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@ -21,14 +22,13 @@ void ScopePanel::setPoints(std::vector<float> &points) {
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}
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void ScopePanel::drawPanelContents() {
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glLineWidth(1.0);
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if (scopeMode == SCOPE_MODE_Y) {
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bgPanel.setFillColor(ThemeMgr::mgr.currentTheme->scopeBackground, ThemeMgr::mgr.currentTheme->scopeBackground * 2.0);
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bgPanel.calcTransform(transform);
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bgPanel.draw();
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glLineWidth(1.0);
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glEnable(GL_LINE_SMOOTH);
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glLoadMatrixf(transform);
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glColor3f(ThemeMgr::mgr.currentTheme->scopeLine.r * 0.35, ThemeMgr::mgr.currentTheme->scopeLine.g * 0.35,
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ThemeMgr::mgr.currentTheme->scopeLine.b * 0.35);
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@ -45,8 +45,10 @@ void ScopePanel::drawPanelContents() {
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bgPanelStereo[1].calcTransform(transform);
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bgPanelStereo[1].draw();
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glLineWidth(1.0);
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glLoadMatrixf(transform);
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glColor3f(ThemeMgr::mgr.currentTheme->scopeLine.r, ThemeMgr::mgr.currentTheme->scopeLine.g, ThemeMgr::mgr.currentTheme->scopeLine.b);
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glEnable(GL_LINE_SMOOTH);
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glBegin (GL_LINES);
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glVertex2f(-1.0, 0.0);
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glVertex2f(1.0, 0.0);
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@ -8,6 +8,9 @@ using namespace CubicVR;
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GLPanel::GLPanel() : fillType(GLPANEL_FILL_SOLID), contentsVisible(true), transform(mat4::identity()) {
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pos[0] = 0.0f;
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pos[1] = 0.0f;
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rot[0] = 0.0f;
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rot[1] = 0.0f;
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rot[2] = 0.0f;
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size[0] = 1.0f;
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size[1] = 1.0f;
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fill[0] = RGBA4f(0.5,0.5,0.5);
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@ -241,6 +244,11 @@ void GLPanel::drawPanelContents() {
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void GLPanel::calcTransform(mat4 transform_in) {
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// compute local transform
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localTransform = mat4::translate(pos[0], pos[1], 0) * mat4::scale(size[0], size[1], 1);
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if (rot[0] || rot[1] || rot[2]) {
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localTransform *= mat4::rotate(rot[0], rot[1], rot[2]);
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}
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// compute global transform
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transform = transform_in * localTransform;
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@ -36,6 +36,7 @@ public:
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typedef enum GLPanelFillType { GLPANEL_FILL_NONE, GLPANEL_FILL_SOLID, GLPANEL_FILL_GRAD_X, GLPANEL_FILL_GRAD_Y, GLPANEL_FILL_GRAD_BAR_X, GLPANEL_FILL_GRAD_BAR_Y } GLPanelFillType;
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typedef enum GLPanelCoordinateSystem { GLPANEL_Y_DOWN_ZERO_ONE, GLPANEL_Y_UP_ZERO_ONE, GLPANEL_Y_UP, GLPANEL_Y_DOWN } GLPanelCoordinateSystem;
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float pos[2];
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float rot[3];
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float size[2];
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float view[2];
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GLPanelFillType fillType;
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@ -49,6 +49,8 @@ public:
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* \param[in] item An item.
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*/
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void set_max_num_items(unsigned int max_num_items) {
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std::lock_guard < std::mutex > lock(m_mutex);
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m_max_num_items = max_num_items;
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}
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@ -14,18 +14,28 @@
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#include "CubicSDRDefs.h"
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#include "AppFrame.h"
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#include <algorithm>
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#include <cmath>
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wxBEGIN_EVENT_TABLE(ScopeCanvas, wxGLCanvas) EVT_PAINT(ScopeCanvas::OnPaint)
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EVT_IDLE(ScopeCanvas::OnIdle)
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EVT_MOTION(ScopeCanvas::OnMouseMoved)
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EVT_LEFT_DOWN(ScopeCanvas::OnMouseDown)
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EVT_LEFT_UP(ScopeCanvas::OnMouseReleased)
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EVT_RIGHT_DOWN(ScopeCanvas::OnMouseRightDown)
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EVT_RIGHT_UP(ScopeCanvas::OnMouseRightReleased)
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EVT_LEAVE_WINDOW(ScopeCanvas::OnMouseLeftWindow)
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EVT_ENTER_WINDOW(ScopeCanvas::OnMouseEnterWindow)
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wxEND_EVENT_TABLE()
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ScopeCanvas::ScopeCanvas(wxWindow *parent, int *attribList) :
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wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE), stereo(false), ppmMode(false) {
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ScopeCanvas::ScopeCanvas(wxWindow *parent, int *attribList) : InteractiveCanvas(parent, attribList), stereo(false), ppmMode(false), ctr(0), ctrTarget(0), dragAccel(0) {
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glContext = new ScopeContext(this, &wxGetApp().GetContext(this));
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inputData.set_max_num_items(1);
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bgPanel.setFill(GLPanel::GLPANEL_FILL_GRAD_Y);
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bgPanel.setSize(1.0, 0.5);
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bgPanel.setPosition(0.0, -0.5);
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panelSpacing = 0.2;
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}
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ScopeCanvas::~ScopeCanvas() {
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@ -71,21 +81,74 @@ void ScopeCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
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initGLExtensions();
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glViewport(0, 0, ClientSize.x, ClientSize.y);
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glContext->DrawBegin();
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bgPanel.setFillColor(ThemeMgr::mgr.currentTheme->scopeBackground * 3.0, RGBA4f(0,0,0,0));
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bgPanel.calcTransform(CubicVR::mat4::identity());
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bgPanel.draw();
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scopePanel.setMode(stereo?ScopePanel::SCOPE_MODE_2Y:ScopePanel::SCOPE_MODE_Y);
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scopePanel.calcTransform(CubicVR::mat4::identity());
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadMatrixf(CubicVR::mat4::perspective(45.0, 1.0, 1.0, 1000.0));
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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CubicVR::mat4 modelView = CubicVR::mat4::lookat(0, 0, -1.2, 0, 0, 0, 0, -1, 0);
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float panelWidth = 1.0;
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float panelInterval = (panelWidth * 2.0 + panelSpacing);
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if (!mouseTracker.mouseDown()) {
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if (!dragAccel) {
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ctrTarget = round(ctr / panelInterval);
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if (ctrTarget < -1.0) {
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ctrTarget = -1.0;
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} else if (ctrTarget > 0.0) {
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ctrTarget = 0.0;
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}
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ctrTarget *= panelInterval;
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if (ctr != ctrTarget) {
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ctr += (ctrTarget-ctr)*0.2;
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}
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} else {
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dragAccel -= dragAccel * 0.01;
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if (abs(dragAccel) < 0.1 || ctr < ctrTarget-panelInterval/2.0 || ctr > ctrTarget+panelInterval/2.0 ) {
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dragAccel = 0;
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} else {
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ctr += dragAccel;
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}
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}
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}
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scopePanel.setPosition(ctr, 0);
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float roty = atan2(scopePanel.pos[0],1.2);
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scopePanel.rot[1] = -(roty * (180.0 / M_PI));
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scopePanel.calcTransform(modelView);
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scopePanel.draw();
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scopePanel.setPosition(panelInterval+ctr, 0);
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roty = atan2(scopePanel.pos[0],1.2);
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scopePanel.rot[1] = -(roty * (180.0 / M_PI));
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scopePanel.calcTransform(modelView);
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scopePanel.draw();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glContext->DrawTunerTitles(ppmMode);
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if (!deviceName.empty()) {
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glContext->DrawDeviceName(deviceName);
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}
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glContext->DrawEnd();
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SwapBuffers();
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}
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void ScopeCanvas::OnIdle(wxIdleEvent &event) {
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Refresh();
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event.RequestMore();
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@ -94,3 +157,36 @@ void ScopeCanvas::OnIdle(wxIdleEvent &event) {
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ScopeRenderDataQueue *ScopeCanvas::getInputQueue() {
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return &inputData;
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}
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void ScopeCanvas::OnMouseMoved(wxMouseEvent& event) {
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InteractiveCanvas::OnMouseMoved(event);
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if (mouseTracker.mouseDown()) {
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dragAccel = 4.0*mouseTracker.getDeltaMouseX();
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ctr += dragAccel;
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}
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}
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void ScopeCanvas::OnMouseWheelMoved(wxMouseEvent& event) {
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}
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void ScopeCanvas::OnMouseDown(wxMouseEvent& event) {
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InteractiveCanvas::OnMouseDown(event);
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}
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void ScopeCanvas::OnMouseReleased(wxMouseEvent& event) {
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InteractiveCanvas::OnMouseReleased(event);
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}
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void ScopeCanvas::OnMouseEnterWindow(wxMouseEvent& event) {
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InteractiveCanvas::OnMouseEnterWindow(event);
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}
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void ScopeCanvas::OnMouseLeftWindow(wxMouseEvent& event) {
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InteractiveCanvas::OnMouseLeftWindow(event);
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}
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@ -10,8 +10,9 @@
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#include "ScopeVisualProcessor.h"
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#include "ScopePanel.h"
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#include "fftw3.h"
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#include "InteractiveCanvas.h"
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class ScopeCanvas: public wxGLCanvas {
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class ScopeCanvas: public InteractiveCanvas {
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public:
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ScopeCanvas(wxWindow *parent, int *attribList = NULL);
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~ScopeCanvas();
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@ -26,13 +27,24 @@ public:
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private:
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void OnPaint(wxPaintEvent& event);
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void OnIdle(wxIdleEvent &event);
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void OnMouseMoved(wxMouseEvent& event);
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void OnMouseWheelMoved(wxMouseEvent& event);
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void OnMouseDown(wxMouseEvent& event);
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void OnMouseReleased(wxMouseEvent& event);
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void OnMouseEnterWindow(wxMouseEvent& event);
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void OnMouseLeftWindow(wxMouseEvent& event);
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ScopeRenderDataQueue inputData;
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ScopePanel scopePanel;
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GLPanel bgPanel;
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ScopeContext *glContext;
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std::string deviceName;
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bool stereo;
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bool ppmMode;
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float panelSpacing;
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float ctr;
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float ctrTarget;
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float dragAccel;
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// event table
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wxDECLARE_EVENT_TABLE();
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};
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