mirror of
https://github.com/cjcliffe/CubicSDR.git
synced 2024-11-22 03:36:24 -05:00
Code re-factor / cleanup
GL Window now ready to draw signal lines
This commit is contained in:
parent
c2a37e7622
commit
d27d91c1ef
@ -52,8 +52,8 @@ set(wxWidgets_CONFIGURATION mswu)
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find_package(wxWidgets COMPONENTS gl core base REQUIRED)
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include(${wxWidgets_USE_FILE})
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include_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/include )
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link_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/lib ${OPENGL_INCLUDE_DIR})
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# include_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/include )
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# link_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/lib ${OPENGL_INCLUDE_DIR})
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include_directories ( ${PROJECT_SOURCE_DIR}/external/rtl-sdr-release )
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link_directories ( ${PROJECT_SOURCE_DIR}/external/rtl-sdr-release/x32 )
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@ -61,18 +61,22 @@ link_directories ( ${PROJECT_SOURCE_DIR}/external/rtl-sdr-release/x32 )
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SET (cubicsdr_sources
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src/CubicSDR.cpp
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src/SDRThread.cpp
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src/PrimaryGLContext.cpp
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src/AppFrame.cpp
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)
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SET (cubicsdr_headers
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src/CubicSDR.h
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src/SDRThread.h
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src/PrimaryGLContext.h
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src/AppFrame.h
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)
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#configure_files(${PROJECT_SOURCE_DIR}/shaders ${PROJECT_BINARY_DIR}/shaders COPYONLY)
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#configure_files(${PROJECT_SOURCE_DIR}/png ${PROJECT_BINARY_DIR}/png COPYONLY)
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add_executable(CubicSDR ${cubicsdr_sources} ${cubicsdr_headers})
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target_link_libraries(CubicSDR cubicvr2 rtlsdr ${wxWidgets_LIBRARIES} ${OPENGL_LIBRARIES})
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target_link_libraries(CubicSDR rtlsdr ${wxWidgets_LIBRARIES} ${OPENGL_LIBRARIES})
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# cubicvr2 glfw ${GLFW_LIBRARIES} ${OPENAL_LIBRARY}
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52
src/AppFrame.cpp
Normal file
52
src/AppFrame.cpp
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@ -0,0 +1,52 @@
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#include "AppFrame.h"
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#include "wx/wxprec.h"
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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#if !wxUSE_GLCANVAS
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#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
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#endif
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wxBEGIN_EVENT_TABLE(AppFrame, wxFrame) EVT_MENU(wxID_NEW, AppFrame::OnNewWindow)
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EVT_MENU(wxID_CLOSE, AppFrame::OnClose)
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wxEND_EVENT_TABLE()
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AppFrame::AppFrame() :
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wxFrame(NULL, wxID_ANY, wxT("CubicSDR")) {
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new TestGLCanvas(this, NULL);
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SetIcon(wxICON(sample));
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// Make a menubar
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wxMenu *menu = new wxMenu;
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// menu->Append(wxID_NEW);
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// menu->AppendSeparator();
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menu->Append(wxID_CLOSE);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(menu, wxT("&File"));
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SetMenuBar(menuBar);
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CreateStatusBar();
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SetClientSize(400, 400);
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Show();
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// static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
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// wxLogStatus("Double-buffered display %s supported", wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
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// ShowFullScreen(true);
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}
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void AppFrame::OnClose(wxCommandEvent& WXUNUSED(event)) {
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// true is to force the frame to close
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Close(true);
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}
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void AppFrame::OnNewWindow(wxCommandEvent& WXUNUSED(event)) {
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new AppFrame();
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}
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17
src/AppFrame.h
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17
src/AppFrame.h
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@ -0,0 +1,17 @@
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#pragma once
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#include "wx/frame.h"
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#include "PrimaryGLContext.h"
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// Define a new frame type
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class AppFrame : public wxFrame
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{
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public:
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AppFrame();
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private:
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void OnClose(wxCommandEvent& event);
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void OnNewWindow(wxCommandEvent& event);
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wxDECLARE_EVENT_TABLE();
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};
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384
src/CubicSDR.cpp
384
src/CubicSDR.cpp
@ -1,9 +1,5 @@
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#define OPENGL
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//WX_GL_CORE_PROFILE 1
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//WX_GL_MAJOR_VERSION 3
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//WX_GL_MINOR_VERSION 2
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#include "wx/wxprec.h"
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#ifndef WX_PRECOMP
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@ -14,238 +10,14 @@
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#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
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#endif
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#include "CubicSDR.h"
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#include "AppFrame.h"
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// control ids
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enum {
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SpinTimer = wxID_HIGHEST + 1
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};
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// ----------------------------------------------------------------------------
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// helper functions
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// ----------------------------------------------------------------------------
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static void CheckGLError() {
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GLenum errLast = GL_NO_ERROR;
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for (;;) {
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GLenum err = glGetError();
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if (err == GL_NO_ERROR)
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return;
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// normally the error is reset by the call to glGetError() but if
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// glGetError() itself returns an error, we risk looping forever here
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// so check that we get a different error than the last time
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if (err == errLast) {
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wxLogError
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(wxT("OpenGL error state couldn't be reset."));
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return;
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}
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errLast = err;
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wxLogError
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(wxT("OpenGL error %d"), err);
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}
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}
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// function to draw the texture for cube faces
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static wxImage DrawDice(int size, unsigned num) {
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wxASSERT_MSG(num >= 1 && num <= 6, wxT("invalid dice index"));
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const int dot = size / 16; // radius of a single dot
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const int gap = 5 * size / 32; // gap between dots
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wxBitmap bmp(size, size);
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wxMemoryDC dc;
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dc.SelectObject(bmp);
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dc.SetBackground(*wxWHITE_BRUSH);
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dc.Clear();
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dc.SetBrush(*wxBLACK_BRUSH);
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// the upper left and lower right points
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if (num != 1) {
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dc.DrawCircle(gap + dot, gap + dot, dot);
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dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
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}
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// draw the central point for odd dices
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if (num % 2) {
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dc.DrawCircle(size / 2, size / 2, dot);
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}
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// the upper right and lower left points
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if (num > 3) {
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dc.DrawCircle(size - gap - dot, gap + dot, dot);
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dc.DrawCircle(gap + dot, size - gap - dot, dot);
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}
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// finally those 2 are only for the last dice
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if (num == 6) {
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dc.DrawCircle(gap + dot, size / 2, dot);
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dc.DrawCircle(size - gap - dot, size / 2, dot);
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}
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dc.SelectObject(wxNullBitmap);
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return bmp.ConvertToImage();
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}
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// PrimaryGLContext
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// ----------------------------------------------------------------------------
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PrimaryGLContext::PrimaryGLContext(wxGLCanvas *canvas) :
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wxGLContext(canvas) {
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SetCurrent(*canvas);
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// set up the parameters we want to use
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_TEXTURE_2D);
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// add slightly more light, the default lighting is rather dark
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GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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// set viewing projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
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// create the textures to use for cube sides: they will be reused by all
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// canvases (which is probably not critical in the case of simple textures
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// we use here but could be really important for a real application where
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// each texture could take many megabytes)
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glGenTextures(WXSIZEOF(m_textures), m_textures);
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for (unsigned i = 0; i < WXSIZEOF(m_textures); i++) {
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glBindTexture(GL_TEXTURE_2D, m_textures[i]);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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const wxImage img(DrawDice(256, i + 1));
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
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}
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CheckGLError();
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}
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void PrimaryGLContext::DrawRotatedCube(float xangle, float yangle) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -2.0f);
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glRotatef(xangle, 1.0f, 0.0f, 0.0f);
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glRotatef(yangle, 0.0f, 1.0f, 0.0f);
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// draw six faces of a cube of size 1 centered at (0, 0, 0)
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glBindTexture(GL_TEXTURE_2D, m_textures[0]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, 1.0f);
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glTexCoord2f(0, 0);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[1]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, -1.0f);
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glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[2]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 1.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[3]);
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glBegin(GL_QUADS);
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glNormal3f(0.0f, -1.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[4]);
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glBegin(GL_QUADS);
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glNormal3f(1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[5]);
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glBegin(GL_QUADS);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glEnd();
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glFlush();
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CheckGLError();
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}
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// ----------------------------------------------------------------------------
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// CubicSDR: the application object
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// ----------------------------------------------------------------------------
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IMPLEMENT_APP(CubicSDR)
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bool CubicSDR::OnInit() {
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if (!wxApp::OnInit())
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return false;
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@ -292,8 +64,6 @@ int CubicSDR::OnExit() {
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PrimaryGLContext& CubicSDR::GetContext(wxGLCanvas *canvas) {
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PrimaryGLContext *glContext;
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if (!m_glContext) {
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// Create the OpenGL context for the first mono window which needs it:
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// subsequently created windows will all share the same context.
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m_glContext = new PrimaryGLContext(canvas);
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}
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glContext = m_glContext;
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@ -303,151 +73,3 @@ PrimaryGLContext& CubicSDR::GetContext(wxGLCanvas *canvas) {
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return *glContext;
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}
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// ----------------------------------------------------------------------------
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// TestGLCanvas
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// ----------------------------------------------------------------------------
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wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint)
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EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
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EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
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wxEND_EVENT_TABLE()
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TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList)
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// With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
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// flag should always be set, because even making the canvas smaller should
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// be followed by a paint event that updates the entire canvas with new
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// viewport settings.
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:
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wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE), m_xangle(30.0), m_yangle(30.0), m_spinTimer(this, SpinTimer) {
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// if ( attribList )
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// {
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// int i = 0;
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// while ( attribList[i] != 0 )
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// {
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// ++i;
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// }
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// }
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}
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void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
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// This is required even though dc is not used otherwise.
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wxPaintDC dc(this);
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// Set the OpenGL viewport according to the client size of this canvas.
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// This is done here rather than in a wxSizeEvent handler because our
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// OpenGL rendering context (and thus viewport setting) is used with
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// multiple canvases: If we updated the viewport in the wxSizeEvent
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// handler, changing the size of one canvas causes a viewport setting that
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// is wrong when next another canvas is repainted.
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const wxSize ClientSize = GetClientSize();
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PrimaryGLContext& canvas = wxGetApp().GetContext(this);
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glViewport(0, 0, ClientSize.x, ClientSize.y);
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// Render the graphics and swap the buffers.
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canvas.DrawRotatedCube(m_xangle, m_yangle);
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SwapBuffers();
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}
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void TestGLCanvas::Spin(float xSpin, float ySpin) {
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m_xangle += xSpin;
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m_yangle += ySpin;
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Refresh(false);
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}
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void TestGLCanvas::OnKeyDown(wxKeyEvent& event) {
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float angle = 5.0;
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switch (event.GetKeyCode()) {
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case WXK_RIGHT:
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Spin(0.0, -angle);
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break;
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case WXK_LEFT:
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Spin(0.0, angle);
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break;
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case WXK_DOWN:
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Spin(-angle, 0.0);
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break;
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case WXK_UP:
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Spin(angle, 0.0);
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break;
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case WXK_SPACE:
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if (m_spinTimer.IsRunning())
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m_spinTimer.Stop();
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else
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m_spinTimer.Start(1);
|
||||
break;
|
||||
|
||||
default:
|
||||
event.Skip();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event)) {
|
||||
Spin(0.0, 4.0);
|
||||
}
|
||||
|
||||
wxString glGetwxString(GLenum name) {
|
||||
const GLubyte *v = glGetString(name);
|
||||
if (v == 0) {
|
||||
// The error is not important. It is GL_INVALID_ENUM.
|
||||
// We just want to clear the error stack.
|
||||
glGetError();
|
||||
|
||||
return wxString();
|
||||
}
|
||||
|
||||
return wxString((const char*) v);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// AppFrame: main application window
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
wxBEGIN_EVENT_TABLE(AppFrame, wxFrame) EVT_MENU(wxID_NEW, AppFrame::OnNewWindow)
|
||||
EVT_MENU(wxID_CLOSE, AppFrame::OnClose)
|
||||
wxEND_EVENT_TABLE()
|
||||
|
||||
AppFrame::AppFrame() :
|
||||
wxFrame(NULL, wxID_ANY, wxT("CubicSDR")) {
|
||||
|
||||
new TestGLCanvas(this, NULL);
|
||||
|
||||
SetIcon(wxICON(sample));
|
||||
|
||||
// Make a menubar
|
||||
wxMenu *menu = new wxMenu;
|
||||
menu->Append(wxID_NEW);
|
||||
menu->AppendSeparator();
|
||||
menu->Append(wxID_CLOSE);
|
||||
wxMenuBar *menuBar = new wxMenuBar;
|
||||
menuBar->Append(menu, wxT("&Cube"));
|
||||
|
||||
SetMenuBar(menuBar);
|
||||
|
||||
CreateStatusBar();
|
||||
|
||||
SetClientSize(400, 400);
|
||||
Show();
|
||||
|
||||
// static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
|
||||
// wxLogStatus("Double-buffered display %s supported", wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
|
||||
// ShowFullScreen(true);
|
||||
}
|
||||
|
||||
void AppFrame::OnClose(wxCommandEvent& WXUNUSED(event)) {
|
||||
// true is to force the frame to close
|
||||
Close(true);
|
||||
}
|
||||
|
||||
void AppFrame::OnNewWindow(wxCommandEvent& WXUNUSED(event)) {
|
||||
new AppFrame();
|
||||
}
|
||||
|
@ -4,30 +4,18 @@
|
||||
//WX_GL_MAJOR_VERSION 3
|
||||
//WX_GL_MINOR_VERSION 2
|
||||
|
||||
#include "wx/glcanvas.h"
|
||||
|
||||
|
||||
#include "SDRThread.h"
|
||||
|
||||
// the rendering context used by all GL canvases
|
||||
class PrimaryGLContext : public wxGLContext
|
||||
{
|
||||
public:
|
||||
PrimaryGLContext(wxGLCanvas *canvas);
|
||||
|
||||
// render the cube showing it at given angles
|
||||
void DrawRotatedCube(float xangle, float yangle);
|
||||
|
||||
private:
|
||||
// textures for the cube faces
|
||||
GLuint m_textures[6];
|
||||
};
|
||||
|
||||
#include "wx/glcanvas.h"
|
||||
#include "PrimaryGLContext.h"
|
||||
|
||||
class CubicSDR : public wxApp
|
||||
{
|
||||
public:
|
||||
CubicSDR() { m_glContext = NULL; }
|
||||
CubicSDR() { m_glContext = NULL; m_pThread = NULL; }
|
||||
|
||||
PrimaryGLContext& GetContext(wxGLCanvas *canvas);
|
||||
PrimaryGLContext &GetContext(wxGLCanvas *canvas);
|
||||
|
||||
virtual bool OnInit();
|
||||
virtual int OnExit();
|
||||
@ -38,36 +26,4 @@ private:
|
||||
wxCriticalSection m_pThreadCS;
|
||||
};
|
||||
|
||||
// Define a new frame type
|
||||
class AppFrame : public wxFrame
|
||||
{
|
||||
public:
|
||||
AppFrame();
|
||||
|
||||
private:
|
||||
void OnClose(wxCommandEvent& event);
|
||||
void OnNewWindow(wxCommandEvent& event);
|
||||
|
||||
wxDECLARE_EVENT_TABLE();
|
||||
};
|
||||
|
||||
class TestGLCanvas : public wxGLCanvas
|
||||
{
|
||||
public:
|
||||
TestGLCanvas(wxWindow *parent, int *attribList = NULL);
|
||||
|
||||
private:
|
||||
void OnPaint(wxPaintEvent& event);
|
||||
void Spin(float xSpin, float ySpin);
|
||||
void OnKeyDown(wxKeyEvent& event);
|
||||
void OnSpinTimer(wxTimerEvent& WXUNUSED(event));
|
||||
|
||||
// angles of rotation around x- and y- axis
|
||||
float m_xangle,
|
||||
m_yangle;
|
||||
|
||||
wxTimer m_spinTimer;
|
||||
|
||||
wxDECLARE_EVENT_TABLE();
|
||||
};
|
||||
|
||||
DECLARE_APP(CubicSDR)
|
||||
|
126
src/PrimaryGLContext.cpp
Normal file
126
src/PrimaryGLContext.cpp
Normal file
@ -0,0 +1,126 @@
|
||||
#include "PrimaryGLContext.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"
|
||||
|
||||
wxString glGetwxString(GLenum name) {
|
||||
const GLubyte *v = glGetString(name);
|
||||
if (v == 0) {
|
||||
// The error is not important. It is GL_INVALID_ENUM.
|
||||
// We just want to clear the error stack.
|
||||
glGetError();
|
||||
|
||||
return wxString();
|
||||
}
|
||||
|
||||
return wxString((const char*) v);
|
||||
}
|
||||
|
||||
static void CheckGLError() {
|
||||
GLenum errLast = GL_NO_ERROR;
|
||||
|
||||
for (;;) {
|
||||
GLenum err = glGetError();
|
||||
if (err == GL_NO_ERROR)
|
||||
return;
|
||||
|
||||
if (err == errLast) {
|
||||
wxLogError
|
||||
(wxT("OpenGL error state couldn't be reset."));
|
||||
return;
|
||||
}
|
||||
|
||||
errLast = err;
|
||||
|
||||
wxLogError
|
||||
(wxT("OpenGL error %d"), err);
|
||||
}
|
||||
}
|
||||
|
||||
PrimaryGLContext::PrimaryGLContext(wxGLCanvas *canvas) :
|
||||
wxGLContext(canvas) {
|
||||
SetCurrent(*canvas);
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
CheckGLError();
|
||||
}
|
||||
|
||||
void PrimaryGLContext::PlotIQ() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
glVertex3f(-1.0f, -0.5f, 0.0f);
|
||||
glVertex3f(1.0f, -0.5f, 0.0f);
|
||||
glEnd();
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
glVertex3f(-1.0f, 0.5f, 0.0f);
|
||||
glVertex3f(1.0f, 0.5f, 0.0f);
|
||||
glEnd();
|
||||
|
||||
glFlush();
|
||||
|
||||
CheckGLError();
|
||||
}
|
||||
|
||||
wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint)
|
||||
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
|
||||
wxEND_EVENT_TABLE()
|
||||
|
||||
TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList) :
|
||||
wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
|
||||
wxFULL_REPAINT_ON_RESIZE) {
|
||||
|
||||
}
|
||||
|
||||
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
|
||||
wxPaintDC dc(this);
|
||||
const wxSize ClientSize = GetClientSize();
|
||||
|
||||
PrimaryGLContext& canvas = wxGetApp().GetContext(this);
|
||||
glViewport(0, 0, ClientSize.x, ClientSize.y);
|
||||
|
||||
canvas.PlotIQ();
|
||||
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
void TestGLCanvas::OnKeyDown(wxKeyEvent& event) {
|
||||
float angle = 5.0;
|
||||
|
||||
switch (event.GetKeyCode()) {
|
||||
case WXK_RIGHT:
|
||||
break;
|
||||
case WXK_LEFT:
|
||||
break;
|
||||
case WXK_DOWN:
|
||||
break;
|
||||
case WXK_UP:
|
||||
break;
|
||||
case WXK_SPACE:
|
||||
break;
|
||||
default:
|
||||
event.Skip();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
28
src/PrimaryGLContext.h
Normal file
28
src/PrimaryGLContext.h
Normal file
@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include "wx/glcanvas.h"
|
||||
#include "wx/timer.h"
|
||||
|
||||
class PrimaryGLContext : public wxGLContext
|
||||
{
|
||||
public:
|
||||
PrimaryGLContext(wxGLCanvas *canvas);
|
||||
|
||||
void PlotIQ();
|
||||
|
||||
private:
|
||||
// textures for the cube faces
|
||||
GLuint m_textures[6];
|
||||
};
|
||||
|
||||
class TestGLCanvas : public wxGLCanvas
|
||||
{
|
||||
public:
|
||||
TestGLCanvas(wxWindow *parent, int *attribList = NULL);
|
||||
|
||||
private:
|
||||
void OnPaint(wxPaintEvent& event);
|
||||
void OnKeyDown(wxKeyEvent& event);
|
||||
|
||||
wxDECLARE_EVENT_TABLE();
|
||||
};
|
@ -1,8 +1,7 @@
|
||||
#include "SDRThread.h"
|
||||
|
||||
static void rtl_callback(unsigned char *buf, uint32_t len, void *ctx) {
|
||||
std::cout << "Got buffer! length: " << len << std::endl;
|
||||
}
|
||||
#define BUF_SIZE (16 * 32 * 512)
|
||||
|
||||
|
||||
SDRThread::SDRThread(wxApp *app) :
|
||||
wxThread(wxTHREAD_DETACHED) {
|
||||
@ -15,14 +14,12 @@ SDRThread::~SDRThread() {
|
||||
|
||||
void SDRThread::enumerate_rtl() {
|
||||
|
||||
char manufact[256], product[256], serial[256];
|
||||
|
||||
unsigned int rtl_count = rtlsdr_get_device_count();
|
||||
|
||||
std::cout << "RTL Devices: " << rtl_count << std::endl;
|
||||
|
||||
char manufact[256];
|
||||
char product[256];
|
||||
char serial[256];
|
||||
|
||||
for (int i = 0; i < rtl_count; i++) {
|
||||
std::cout << "Device #" << i << ": " << rtlsdr_get_device_name(i) << std::endl;
|
||||
if (rtlsdr_get_device_usb_strings(i, manufact, product, serial) == 0) {
|
||||
@ -83,8 +80,6 @@ void SDRThread::enumerate_rtl() {
|
||||
|
||||
}
|
||||
|
||||
#define BUF_SIZE 16 * 32 * 512
|
||||
|
||||
wxThread::ExitCode SDRThread::Entry() {
|
||||
__int8 *buf = (__int8 *) malloc(BUF_SIZE);
|
||||
|
||||
@ -97,141 +92,25 @@ wxThread::ExitCode SDRThread::Entry() {
|
||||
|
||||
int n_read;
|
||||
int i = 0;
|
||||
// rtlsdr_read_async(dev, rtl_callback, NULL, 0, 0);
|
||||
|
||||
std::cout << "Sampling..";
|
||||
while (!TestDestroy()) {
|
||||
|
||||
rtlsdr_read_sync(dev, buf, BUF_SIZE, &n_read);
|
||||
// std::cout << "Got buffer! length: " << n_read << std::endl;
|
||||
std::cout << ".";
|
||||
|
||||
if (i%50==0) {
|
||||
std::cout << (n_read == BUF_SIZE) ? "." : "!";
|
||||
|
||||
if (i % 50 == 0) {
|
||||
std::cout << std::endl;
|
||||
}
|
||||
|
||||
i++;
|
||||
|
||||
//wxQueueEvent(app,new wxThreadEvent(wxEVT_COMMAND_SDRThread_UPDATE));
|
||||
}
|
||||
std::cout << std::endl << "Done." << std::endl << std::endl;
|
||||
// wxQueueEvent(m_pHandler,new wxThreadEvent(wxEVT_COMMAND_SDRThread_COMPLETED));
|
||||
|
||||
free(buf);
|
||||
rtlsdr_close(dev);
|
||||
free(buf);
|
||||
|
||||
return (wxThread::ExitCode) 0; // success
|
||||
return (wxThread::ExitCode) 0;
|
||||
}
|
||||
|
||||
/*
|
||||
class MyFrame: public wxFrame {
|
||||
public:
|
||||
~MyFrame() {
|
||||
// it's better to do any thread cleanup in the OnClose()
|
||||
// event handler, rather than in the destructor.
|
||||
// This is because the event loop for a top-level window is not
|
||||
// active anymore when its destructor is called and if the thread
|
||||
// sends events when ending, they won't be processed unless
|
||||
// you ended the thread from OnClose.
|
||||
// See @ref overview_windowdeletion for more info.
|
||||
}
|
||||
|
||||
void DoStartThread();
|
||||
void DoPauseThread();
|
||||
// a resume routine would be nearly identic to DoPauseThread()
|
||||
void DoResumeThread() {
|
||||
}
|
||||
void OnThreadUpdate(wxThreadEvent&);
|
||||
void OnThreadCompletion(wxThreadEvent&);
|
||||
void OnClose(wxCloseEvent&);
|
||||
protected:
|
||||
SDRThread *m_pThread;
|
||||
wxCriticalSection m_pThreadCS; // protects the m_pThread pointer
|
||||
wxDECLARE_EVENT_TABLE();
|
||||
};
|
||||
wxBEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_CLOSE(MyFrame::OnClose)
|
||||
EVT_MENU(Minimal_Start, MyFrame::DoStartThread)
|
||||
EVT_COMMAND(wxID_ANY, wxEVT_COMMAND_SDRThread_UPDATE, MyFrame::OnThreadUpdate)
|
||||
EVT_COMMAND(wxID_ANY, wxEVT_COMMAND_SDRThread_COMPLETED, MyFrame::OnThreadCompletion)
|
||||
wxEND_EVENT_TABLE()
|
||||
wxDEFINE_EVENT(wxEVT_COMMAND_SDRThread_COMPLETED, wxThreadEvent)wxDEFINE_EVENT
|
||||
(wxEVT_COMMAND_SDRThread_UPDATE, wxThreadEvent)void
|
||||
MyFrame::DoStartThread() {
|
||||
m_pThread = new SDRThread(this);
|
||||
if (m_pThread->Run() != wxTHREAD_NO_ERROR) {
|
||||
wxLogError
|
||||
("Can't create the thread!");
|
||||
delete m_pThread;
|
||||
m_pThread = NULL;
|
||||
}
|
||||
// after the call to wxThread::Run(), the m_pThread pointer is "unsafe":
|
||||
// at any moment the thread may cease to exist (because it completes its work).
|
||||
// To avoid dangling pointers OnThreadExit() will set m_pThread
|
||||
// to NULL when the thread dies.
|
||||
}
|
||||
wxThread::ExitCode SDRThread::Entry() {
|
||||
while (!TestDestroy()) {
|
||||
// ... do a bit of work...
|
||||
wxQueueEvent(m_pHandler,
|
||||
new wxThreadEvent(wxEVT_COMMAND_SDRThread_UPDATE));
|
||||
}
|
||||
// signal the event handler that this thread is going to be destroyed
|
||||
// NOTE: here we assume that using the m_pHandler pointer is safe,
|
||||
// (in this case this is assured by the MyFrame destructor)
|
||||
wxQueueEvent(m_pHandler,
|
||||
new wxThreadEvent(wxEVT_COMMAND_SDRThread_COMPLETED));
|
||||
return (wxThread::ExitCode) 0; // success
|
||||
}
|
||||
SDRThread::~SDRThread() {
|
||||
wxCriticalSectionLocker enter(m_pHandler->m_pThreadCS);
|
||||
// the thread is being destroyed; make sure not to leave dangling pointers around
|
||||
m_pHandler->m_pThread = NULL;
|
||||
}
|
||||
void MyFrame::OnThreadCompletion(wxThreadEvent&) {
|
||||
wxMessageOutputDebug().Printf("MYFRAME: SDRThread exited!\n");
|
||||
}
|
||||
void MyFrame::OnThreadUpdate(wxThreadEvent&) {
|
||||
wxMessageOutputDebug().Printf("MYFRAME: SDRThread update...\n");
|
||||
}
|
||||
void MyFrame::DoPauseThread() {
|
||||
// anytime we access the m_pThread pointer we must ensure that it won't
|
||||
// be modified in the meanwhile; since only a single thread may be
|
||||
// inside a given critical section at a given time, the following code
|
||||
// is safe:
|
||||
wxCriticalSectionLocker enter(m_pThreadCS);
|
||||
if (m_pThread) // does the thread still exist?
|
||||
{
|
||||
// without a critical section, once reached this point it may happen
|
||||
// that the OS scheduler gives control to the SDRThread::Entry() function,
|
||||
// which in turn may return (because it completes its work) making
|
||||
// invalid the m_pThread pointer
|
||||
if (m_pThread->Pause() != wxTHREAD_NO_ERROR)
|
||||
wxLogError
|
||||
("Can't pause the thread!");
|
||||
}
|
||||
}
|
||||
void MyFrame::OnClose(wxCloseEvent&) {
|
||||
{
|
||||
wxCriticalSectionLocker enter(m_pThreadCS);
|
||||
if (m_pThread) // does the thread still exist?
|
||||
{
|
||||
wxMessageOutputDebug().Printf("MYFRAME: deleting thread");
|
||||
if (m_pThread->Delete() != wxTHREAD_NO_ERROR)
|
||||
wxLogError
|
||||
("Can't delete the thread!");
|
||||
}
|
||||
} // exit from the critical section to give the thread
|
||||
// the possibility to enter its destructor
|
||||
// (which is guarded with m_pThreadCS critical section!)
|
||||
while (1) {
|
||||
{ // was the ~SDRThread() function executed?
|
||||
wxCriticalSectionLocker enter(m_pThreadCS);
|
||||
if (!m_pThread)
|
||||
break;
|
||||
}
|
||||
// wait for thread completion
|
||||
wxThread::This()->Sleep(1);
|
||||
}
|
||||
Destroy();
|
||||
}
|
||||
*/
|
||||
|
Loading…
Reference in New Issue
Block a user