#include "WaterfallContext.h" #include "WaterfallCanvas.h" #include "CubicSDR.h" WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedContext) : PrimaryGLContext(canvas, sharedContext), waterfall_lines(0), fft_size(0), activeTheme(NULL) { for (int i = 0; i < 2; i++) { waterfall[i] = 0; waterfall_tex[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; } if (waterfall_tex[i]) { delete waterfall_tex[i]; } waterfall_tex[i] = new unsigned char[half_fft_size * waterfall_lines]; memset(waterfall_tex[i], 0, half_fft_size * waterfall_lines); } } 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 &points) { glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); if (!waterfall[0]) { glGenTextures(2, waterfall); 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_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } if (activeTheme != ThemeMgr::mgr.currentTheme) { refreshTheme(); activeTheme = ThemeMgr::mgr.currentTheme; } int half_fft_size = fft_size / 2; if (points.size()) { for (int j = 0; j < 2; j++) { memmove(waterfall_tex[j] + half_fft_size, waterfall_tex[j], (waterfall_lines - 1) * half_fft_size); for (int i = 0, iMax = half_fft_size; i < iMax; i++) { float v = points[(j * half_fft_size + i) * 2 + 1]; float wv = v; if (wv < 0.0) wv = 0.0; if (wv > 0.99) wv = 0.99; waterfall_tex[j][i] = (unsigned char) floor(wv * 255.0); } } } for (int i = 0; i < 2; i++) { 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[i]); } glColor3f(1.0, 1.0, 1.0); glBindTexture(GL_TEXTURE_2D, waterfall[0]); glBegin(GL_QUADS); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, -1.0, 0.0); glTexCoord2f(1.0, 1.0); glVertex3f(0.0, -1.0, 0.0); glTexCoord2f(1.0, 0.0); glVertex3f(0.0, 1.0, 0.0); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 0.0); glEnd(); glBindTexture(GL_TEXTURE_2D, waterfall[1]); glBegin(GL_QUADS); glTexCoord2f(0.0, 1.0); glVertex3f(0.0, -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(0.0, 1.0, 0.0); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDisable(GL_TEXTURE_2D); }