#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 * 2]; memset(waterfall_tex[i], 0, half_fft_size * waterfall_lines * 2); } // Stagger memory updates at half intervals for tiles waterfall_ofs[0] = waterfall_lines; waterfall_ofs[1] = waterfall_lines - waterfall_lines / 8; } 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++) { int ofs = waterfall_ofs[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_tex[j][i + ofs * half_fft_size] = (unsigned char) floor(wv * 255.0); } int quarter_lines = (waterfall_lines / 4); int k = 4; while (k--) { if (waterfall_ofs[j] == quarter_lines * k) { memcpy(waterfall_tex[j] + (waterfall_lines * half_fft_size) + (quarter_lines * k * half_fft_size), waterfall_tex[j] + (quarter_lines * k * half_fft_size), quarter_lines * half_fft_size); } } if (waterfall_ofs[j] == 0) { waterfall_ofs[j] = waterfall_lines; } glBindTexture(GL_TEXTURE_2D, waterfall[j]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, half_fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) (waterfall_tex[j] + (half_fft_size * (waterfall_ofs[j])))); waterfall_ofs[j]--; } } glColor3f(1.0, 1.0, 1.0); GLint vp[4]; glGetIntegerv( GL_VIEWPORT, vp); float viewWidth = (float) vp[2]; // some bias to prevent seams at odd scales float half_pixel = 1.0 / (float) viewWidth; float half_texel = 1.0 / (float) half_fft_size; glBindTexture(GL_TEXTURE_2D, waterfall[0]); glBegin(GL_QUADS); glTexCoord2f(0.0 + half_texel, 1.0 - half_texel); glVertex3f(-1.0, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 1.0 - half_texel); glVertex3f(0.0 + half_pixel, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 0.0 + half_texel); glVertex3f(0.0 + half_pixel, 1.0, 0.0); glTexCoord2f(0.0 + half_texel, 0.0 + half_texel); glVertex3f(-1.0, 1.0, 0.0); glEnd(); glBindTexture(GL_TEXTURE_2D, waterfall[1]); glBegin(GL_QUADS); glTexCoord2f(0.0 + half_texel, 1.0 - half_texel); glVertex3f(0.0 - half_pixel, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 1.0 - half_texel); glVertex3f(1.0, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 0.0 + half_texel); glVertex3f(1.0, 1.0, 0.0); glTexCoord2f(0.0 + half_texel, 0.0 + half_texel); 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); }