CubicSDR/src/visual/WaterfallContext.cpp

148 lines
4.8 KiB
C++

#include "WaterfallContext.h"
#include "WaterfallCanvas.h"
#include "CubicSDR.h"
WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedContext) :
PrimaryGLContext(canvas, sharedContext), waterfall_lines(0), waterfall_slice(NULL), fft_size(0), activeTheme(NULL) {
for (int i = 0; i < 2; i++) {
waterfall[i] = 0;
}
}
void WaterfallContext::Setup(int fft_size_in, int num_waterfall_lines_in) {
waterfall_lines = num_waterfall_lines_in;
fft_size = fft_size_in;
int half_fft_size = fft_size / 2;
for (int i = 0; i < 2; i++) {
if (waterfall[i]) {
glDeleteTextures(1, &waterfall[i]);
waterfall[i] = 0;
}
waterfall_ofs[i] = waterfall_lines - 1;
}
// Stagger memory updates at half intervals for tiles
}
void WaterfallContext::refreshTheme() {
glEnable (GL_TEXTURE_2D);
for (int i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, waterfall[i]);
glPixelTransferi(GL_MAP_COLOR, GL_TRUE);
glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getRed())[0]);
glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getGreen())[0]);
glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getBlue())[0]);
}
}
void WaterfallContext::Draw(std::vector<float> &points) {
int half_fft_size = fft_size / 2;
glEnable (GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
if (!waterfall[0]) {
glGenTextures(2, waterfall);
unsigned char *waterfall_tex;
waterfall_tex = new unsigned char[half_fft_size * waterfall_lines];
memset(waterfall_tex, 0, half_fft_size * waterfall_lines);
for (int i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, waterfall[i]);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, waterfall[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, half_fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex);
}
if (waterfall_slice != NULL) {
delete waterfall_slice;
}
waterfall_slice = new unsigned char[half_fft_size];
delete waterfall_tex;
}
if (activeTheme != ThemeMgr::mgr.currentTheme) {
refreshTheme();
activeTheme = ThemeMgr::mgr.currentTheme;
}
if (points.size()) {
for (int j = 0; j < 2; j++) {
for (int i = 0, iMax = half_fft_size; i < iMax; i++) {
float v = points[(j * half_fft_size + i) * 2 + 1];
float wv = v < 0 ? 0 : (v > 0.99 ? 0.99 : v);
waterfall_slice[i] = (unsigned char) floor(wv * 255.0);
}
glBindTexture(GL_TEXTURE_2D, waterfall[j]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, waterfall_ofs[j], half_fft_size, 1, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_slice);
if (waterfall_ofs[j] == 0) {
waterfall_ofs[j] = waterfall_lines;
}
waterfall_ofs[j]--;
}
}
glColor3f(1.0, 1.0, 1.0);
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
float viewWidth = (float) vp[2];
float viewHeight = (float) vp[3];
// some bias to prevent seams at odd scales
float half_pixel = 1.0 / viewWidth;
float half_texel = 1.0 / (float) half_fft_size;
float vtexel = 1.0 / (float) waterfall_lines;
float vofs = (float) (waterfall_ofs[0] + 1) * vtexel;
glBindTexture(GL_TEXTURE_2D, waterfall[0]);
glBegin (GL_QUADS);
glTexCoord2f(0.0 + half_texel, 1.0 + vofs);
glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 - half_texel, 1.0 + vofs);
glVertex3f(0.0 + half_pixel, -1.0, 0.0);
glTexCoord2f(1.0 - half_texel, 0.0 + vofs);
glVertex3f(0.0 + half_pixel, 1.0, 0.0);
glTexCoord2f(0.0 + half_texel, 0.0 + vofs);
glVertex3f(-1.0, 1.0, 0.0);
glEnd();
vofs = (float) (waterfall_ofs[1] + 1) * vtexel;
glBindTexture(GL_TEXTURE_2D, waterfall[1]);
glBegin(GL_QUADS);
glTexCoord2f(0.0 + half_texel, 1.0 + vofs);
glVertex3f(0.0 - half_pixel, -1.0, 0.0);
glTexCoord2f(1.0 - half_texel, 1.0 + vofs);
glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0 - half_texel, 0.0 + vofs);
glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0 + half_texel, 0.0 + vofs);
glVertex3f(0.0 - half_pixel, 1.0, 0.0);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
}