CubicSDR/src/visual/ScopeContext.cpp

108 lines
3.2 KiB
C++

#include "ScopeContext.h"
#include "ScopeCanvas.h"
ScopeContext::ScopeContext(ScopeCanvas *canvas, wxGLContext *sharedContext) :
PrimaryGLContext(canvas, sharedContext) {
glEnable(GL_CULL_FACE);
glEnable(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);
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);
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 ScopeContext::Plot(std::vector<float> &points, std::vector<float> &points2) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (points.size()) {
memmove(waterfall_tex + FFT_SIZE, waterfall_tex, (NUM_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);
}
}
glBindTexture(GL_TEXTURE_2D, waterfall);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, FFT_SIZE, NUM_WATERFALL_LINES, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex);
glDisable(GL_TEXTURE_2D);
glColor3f(1.0, 1.0, 1.0);
if (points.size()) {
glPushMatrix();
glTranslatef(-1.0f, -0.9f, 0.0f);
glScalef(2.0f, 1.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &points[0]);
glDrawArrays(GL_LINE_STRIP, 0, points.size() / 2);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
if (points2.size()) {
glPushMatrix();
glTranslatef(-1.0f, 0.5f, 0.0f);
glScalef(2.0f, 1.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &points2[0]);
glDrawArrays(GL_LINE_STRIP, 0, points2.size() / 2);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
glEnable(GL_TEXTURE_2D);
// glEnable(GL_COLOR_TABLE);
glBindTexture(GL_TEXTURE_2D, waterfall);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glFlush();
CheckGLError();
}