#include "WaterfallContext.h" #include "WaterfallCanvas.h" #include "CubicSDR.h" WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedContext) : PrimaryGLContext(canvas, sharedContext), waterfall(0), waterfall_tex(NULL) { grad.addColor(GradientColor(0, 0, 0)); grad.addColor(GradientColor(0, 0, 1.0)); grad.addColor(GradientColor(0, 1.0, 0)); grad.addColor(GradientColor(1.0, 1.0, 0)); grad.addColor(GradientColor(1.0, 0.2, 0.0)); grad.generate(256); } void WaterfallContext::Setup(int fft_size_in, int num_waterfall_lines_in) { if (waterfall) { glDeleteTextures(1, &waterfall); waterfall = 0; } if (waterfall_tex) { delete waterfall_tex; } waterfall_lines = num_waterfall_lines_in; fft_size = fft_size_in; waterfall_tex = new unsigned char[fft_size * waterfall_lines]; memset(waterfall_tex,0,fft_size * waterfall_lines); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glGenTextures(1, &waterfall); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, waterfall); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glPixelTransferi(GL_MAP_COLOR, GL_TRUE); glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(grad.getRed())[0]); glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(grad.getGreen())[0]); glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(grad.getBlue())[0]); } void WaterfallContext::Draw(std::vector &points) { if (points.size()) { memmove(waterfall_tex + fft_size, waterfall_tex, (waterfall_lines - 1) * fft_size); for (int i = 0, iMax = fft_size; i < iMax; i++) { float v = points[i * 2 + 1]; float wv = v; if (wv < 0.0) wv = 0.0; if (wv > 1.0) wv = 1.0; waterfall_tex[i] = (unsigned char) floor(wv * 255.0); } } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, waterfall); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex); glColor3f(1.0, 1.0, 1.0); glBindTexture(GL_TEXTURE_2D, waterfall); glBegin(GL_QUADS); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, -1.0, 0.0); glTexCoord2f(1.0, 1.0); glVertex3f(1.0, -1.0, 0.0); glTexCoord2f(1.0, 0.0); glVertex3f(1.0, 1.0, 0.0); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 0.0); glEnd(); }