#include "WaterfallContext.h" #include "WaterfallCanvas.h" #include "CubicSDR.h" WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedContext) : PrimaryGLContext(canvas, sharedContext), waterfall(0), waterfall_tex(NULL), waterfall_lines(0), fft_size(0), theme(COLOR_THEME_DEFAULT) { Gradient *grad = new Gradient(); 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); gradients[COLOR_THEME_DEFAULT] = grad; grad = new Gradient(); grad->addColor(GradientColor(0, 0, 0)); grad->addColor(GradientColor(0.0, 0, 0.5)); grad->addColor(GradientColor(0.0, 0.0, 1.0)); grad->addColor(GradientColor(65.0 / 255.0, 161.0 / 255.0, 1.0)); grad->addColor(GradientColor(1.0, 1.0, 1.0)); grad->addColor(GradientColor(1.0, 1.0, 1.0)); grad->addColor(GradientColor(1.0, 1.0, 0.5)); grad->addColor(GradientColor(1.0, 1.0, 0.0)); grad->addColor(GradientColor(1.0, 0.5, 0.0)); grad->addColor(GradientColor(1.0, 0.25, 0.0)); grad->addColor(GradientColor(0.5, 0.1, 0.0)); grad->generate(256); gradients[COLOR_THEME_SHARP] = grad; grad = new Gradient(); grad->addColor(GradientColor(0, 0, 0)); grad->addColor(GradientColor(0.75, 0.75, 0.75)); grad->addColor(GradientColor(1.0, 1.0, 1.0)); grad->generate(256); gradients[COLOR_THEME_BW] = grad; grad = new Gradient(); grad->addColor(GradientColor(0, 0, 0.5)); grad->addColor(GradientColor(25.0/255.0, 154.0/255.0, 0.0)); grad->addColor(GradientColor(201.0/255.0, 115.0/255.0, 0.0)); grad->addColor(GradientColor(1.0, 40.0/255.0, 40.0/255.0)); grad->addColor(GradientColor(1.0, 1.0, 1.0)); grad->generate(256); gradients[COLOR_THEME_RAD] = grad; grad = new Gradient(); grad->addColor(GradientColor(0, 0, 0)); grad->addColor(GradientColor(55.0/255.0, 40.0/255.0, 55.0/255.0)); grad->addColor(GradientColor(60.0/255.0, 60.0/255.0, 90.0/255.0)); grad->addColor(GradientColor(0.0/255.0, 255.0/255.0, 255.0/255.0)); grad->addColor(GradientColor(10.0/255.0, 255.0/255.0, 85.0/255.0)); grad->addColor(GradientColor(255.0/255.0, 255.0/255.0, 75.0/255.0)); grad->addColor(GradientColor(255.0/255.0, 0.0/255.0, 0.0/255.0)); grad->addColor(GradientColor(255.0/255.0, 255.0/255.0, 255.0/255.0)); grad->generate(256); gradients[COLOR_THEME_TOUCH] = grad; grad = new Gradient(); grad->addColor(GradientColor(5.0/255.0, 5.0/255.0, 60.0/255.0)); grad->addColor(GradientColor(5.0/255.0, 20.0/255.0, 120.0/255.0)); grad->addColor(GradientColor(50.0/255.0, 100.0/255.0, 200.0/255.0)); grad->addColor(GradientColor(75.0/255.0, 190.0/255.0, 100.0/255.0)); grad->addColor(GradientColor(240.0/255.0, 55.0/255.0, 5.0/255.0)); grad->addColor(GradientColor(255.0/255.0, 55.0/255.0, 100.0/255.0)); grad->addColor(GradientColor(255.0/255.0, 235.0/255.0, 100.0/255.0)); grad->addColor(GradientColor(250.0/255.0, 250.0/255.0, 250.0/255.0)); grad->generate(256); gradients[COLOR_THEME_HD] = grad; grad = new Gradient(); grad->addColor(GradientColor(5.0/255.0, 45.0/255.0, 10.0/255.0)); grad->addColor(GradientColor(30.0/255.0, 150.0/255.0, 40.0/255.0)); grad->addColor(GradientColor(40.0/255.0, 240.0/255.0, 60.0/255.0)); grad->addColor(GradientColor(250.0/255.0, 250.0/255.0, 250.0/255.0)); grad->generate(256); gradients[COLOR_THEME_RADAR] = grad; } 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); glPixelTransferi(GL_MAP_COLOR, GL_TRUE); glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(gradients[theme]->getRed())[0]); glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(gradients[theme]->getGreen())[0]); glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(gradients[theme]->getBlue())[0]); } void WaterfallContext::setTheme(int theme_id) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, waterfall); if (theme >= COLOR_THEME_MAX) { theme = COLOR_THEME_MAX - 1; } if (theme < 0) { theme = 0; } theme = theme_id; glPixelTransferi(GL_MAP_COLOR, GL_TRUE); glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(gradients[theme]->getRed())[0]); glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(gradients[theme]->getGreen())[0]); glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(gradients[theme]->getBlue())[0]); } void WaterfallContext::Draw(std::vector &points) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); 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 > 0.99) wv = 0.99; 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(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } int WaterfallContext::getTheme() { return theme; }