CubicSDR/src/visual/WaterfallContext.cpp

95 lines
2.8 KiB
C++

#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<float> &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();
}