resample if the texture width is lower than the FFT size

This commit is contained in:
2026-03-25 23:06:12 +01:00
parent 9d30fe3d34
commit 91edca87e2
2 changed files with 66 additions and 36 deletions

View File

@@ -5,6 +5,14 @@
namespace baudmine { namespace baudmine {
int WaterfallDisplay::maxTexSize_ = 0;
static int queryMaxTextureSize() {
GLint s = 4096;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s);
return s;
}
WaterfallDisplay::WaterfallDisplay() = default; WaterfallDisplay::WaterfallDisplay() = default;
WaterfallDisplay::~WaterfallDisplay() { WaterfallDisplay::~WaterfallDisplay() {
@@ -12,50 +20,15 @@ WaterfallDisplay::~WaterfallDisplay() {
} }
void WaterfallDisplay::init(int binCount, int height) { void WaterfallDisplay::init(int binCount, int height) {
if (maxTexSize_ == 0) maxTexSize_ = queryMaxTextureSize();
width_ = binCount; width_ = binCount;
texW_ = std::min(binCount, maxTexSize_);
height_ = height; height_ = height;
currentRow_ = height_ - 1; currentRow_ = height_ - 1;
pixelBuf_.assign(width_ * height_ * 3, 0); pixelBuf_.assign(texW_ * height_ * 3, 0);
if (texture_) glDeleteTextures(1, &texture_);
glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_2D, texture_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // RGB rows may not be 4-byte aligned
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_, height_, 0,
GL_RGB, GL_UNSIGNED_BYTE, pixelBuf_.data());
glBindTexture(GL_TEXTURE_2D, 0);
}
void WaterfallDisplay::resize(int binCount, int height) {
if (binCount == width_ && height == height_) return;
// If width unchanged and height is growing, preserve existing data.
if (binCount == width_ && height > height_ && height_ > 0 && texture_) {
int oldH = height_;
int oldRow = currentRow_;
std::vector<uint8_t> oldBuf = std::move(pixelBuf_);
width_ = binCount;
height_ = height;
pixelBuf_.assign(width_ * height_ * 3, 0);
// Copy old rows into the new buffer, preserving their circular order.
// Old rows occupy indices 0..oldH-1; new rows oldH..height-1 are black.
// The circular position stays the same since old indices are valid in
// the larger buffer.
int rowBytes = width_ * 3;
for (int r = 0; r < oldH; ++r)
std::memcpy(pixelBuf_.data() + r * rowBytes,
oldBuf.data() + r * rowBytes, rowBytes);
currentRow_ = oldRow;
// Recreate texture at new size and upload all data.
if (texture_) glDeleteTextures(1, &texture_); if (texture_) glDeleteTextures(1, &texture_);
glGenTextures(1, &texture_); glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_2D, texture_); glBindTexture(GL_TEXTURE_2D, texture_);
@@ -64,7 +37,42 @@ void WaterfallDisplay::resize(int binCount, int height) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_, height_, 0, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texW_, height_, 0,
GL_RGB, GL_UNSIGNED_BYTE, pixelBuf_.data());
glBindTexture(GL_TEXTURE_2D, 0);
}
void WaterfallDisplay::resize(int binCount, int height) {
if (maxTexSize_ == 0) maxTexSize_ = queryMaxTextureSize();
int newTexW = std::min(binCount, maxTexSize_);
if (newTexW == texW_ && height == height_ && binCount == width_) return;
// If texture width unchanged and height is growing, preserve existing data.
if (newTexW == texW_ && binCount == width_ && height > height_ && height_ > 0 && texture_) {
int oldH = height_;
int oldRow = currentRow_;
std::vector<uint8_t> oldBuf = std::move(pixelBuf_);
height_ = height;
pixelBuf_.assign(texW_ * height_ * 3, 0);
int rowBytes = texW_ * 3;
for (int r = 0; r < oldH; ++r)
std::memcpy(pixelBuf_.data() + r * rowBytes,
oldBuf.data() + r * rowBytes, rowBytes);
currentRow_ = oldRow;
if (texture_) glDeleteTextures(1, &texture_);
glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_2D, texture_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texW_, height_, 0,
GL_RGB, GL_UNSIGNED_BYTE, pixelBuf_.data()); GL_RGB, GL_UNSIGNED_BYTE, pixelBuf_.data());
return; return;
} }
@@ -76,21 +84,33 @@ void WaterfallDisplay::advanceRow() {
currentRow_ = (currentRow_ - 1 + height_) % height_; currentRow_ = (currentRow_ - 1 + height_) % height_;
} }
// Sample a bin value at fractional position using the max of covered bins.
// This avoids losing narrow-band signals when downsampling.
static inline float sampleBinMax(const float* data, int bins, float x0, float x1) {
int i0 = std::max(0, static_cast<int>(x0));
int i1 = std::min(bins - 1, static_cast<int>(x1));
float v = -200.0f;
for (int i = i0; i <= i1; ++i)
v = std::max(v, data[i]);
return v;
}
// ── Single-channel (colormap) mode ─────────────────────────────────────────── // ── Single-channel (colormap) mode ───────────────────────────────────────────
void WaterfallDisplay::pushLine(const std::vector<float>& spectrumDB, void WaterfallDisplay::pushLine(const std::vector<float>& spectrumDB,
float minDB, float maxDB) { float minDB, float maxDB) {
if (width_ == 0 || height_ == 0) return; if (texW_ == 0 || height_ == 0) return;
int bins = static_cast<int>(spectrumDB.size()); int bins = static_cast<int>(spectrumDB.size());
int row = currentRow_; int row = currentRow_;
int rowOffset = row * width_ * 3; int rowOffset = row * texW_ * 3;
float scale = static_cast<float>(width_) / texW_;
// One texel per bin — direct 1:1 mapping. for (int x = 0; x < texW_; ++x) {
for (int x = 0; x < width_; ++x) { float b0 = x * scale;
float dB = (x < bins) ? spectrumDB[x] : -200.0f; float b1 = (x + 1) * scale - 1.0f;
float dB = (bins > 0) ? sampleBinMax(spectrumDB.data(), bins, b0, b1) : -200.0f;
Color3 c = colorMap_.mapDB(dB, minDB, maxDB); Color3 c = colorMap_.mapDB(dB, minDB, maxDB);
pixelBuf_[rowOffset + x * 3 + 0] = c.r; pixelBuf_[rowOffset + x * 3 + 0] = c.r;
pixelBuf_[rowOffset + x * 3 + 1] = c.g; pixelBuf_[rowOffset + x * 3 + 1] = c.g;
pixelBuf_[rowOffset + x * 3 + 2] = c.b; pixelBuf_[rowOffset + x * 3 + 2] = c.b;
@@ -106,16 +126,15 @@ void WaterfallDisplay::pushLineMulti(
const std::vector<std::vector<float>>& channelSpectra, const std::vector<std::vector<float>>& channelSpectra,
const std::vector<WaterfallChannelInfo>& channels, const std::vector<WaterfallChannelInfo>& channels,
float minDB, float maxDB) { float minDB, float maxDB) {
if (width_ == 0 || height_ == 0) return; if (texW_ == 0 || height_ == 0) return;
int row = currentRow_; int row = currentRow_;
int rowOffset = row * width_ * 3; int rowOffset = row * texW_ * 3;
float range = maxDB - minDB; float range = maxDB - minDB;
if (range < 1.0f) range = 1.0f; if (range < 1.0f) range = 1.0f;
float invRange = 1.0f / range; float invRange = 1.0f / range;
// Pre-filter enabled channels to avoid per-texel branching. // Pre-filter enabled channels.
struct ActiveCh { const float* data; int bins; float r, g, b; };
activeChBuf_.clear(); activeChBuf_.clear();
int nCh = std::min(static_cast<int>(channelSpectra.size()), int nCh = std::min(static_cast<int>(channelSpectra.size()),
static_cast<int>(channels.size())); static_cast<int>(channels.size()));
@@ -126,12 +145,21 @@ void WaterfallDisplay::pushLineMulti(
channels[ch].r, channels[ch].g, channels[ch].b}); channels[ch].r, channels[ch].g, channels[ch].b});
} }
// One texel per bin — direct 1:1 mapping. float scale = static_cast<float>(width_) / texW_;
for (int x = 0; x < width_; ++x) { bool needResample = (texW_ != width_);
for (int x = 0; x < texW_; ++x) {
float accR = 0.0f, accG = 0.0f, accB = 0.0f; float accR = 0.0f, accG = 0.0f, accB = 0.0f;
for (const auto& ac : activeChBuf_) { for (const auto& ac : activeChBuf_) {
float dB = (x < ac.bins) ? ac.data[x] : -200.0f; float dB;
if (!needResample) {
dB = (x < ac.bins) ? ac.data[x] : -200.0f;
} else {
float b0 = x * scale;
float b1 = (x + 1) * scale - 1.0f;
dB = sampleBinMax(ac.data, ac.bins, b0, b1);
}
float intensity = std::clamp((dB - minDB) * invRange, 0.0f, 1.0f); float intensity = std::clamp((dB - minDB) * invRange, 0.0f, 1.0f);
accR += ac.r * intensity; accR += ac.r * intensity;
@@ -154,10 +182,9 @@ void WaterfallDisplay::pushLineMulti(
void WaterfallDisplay::uploadRow(int row) { void WaterfallDisplay::uploadRow(int row) {
glBindTexture(GL_TEXTURE_2D, texture_); glBindTexture(GL_TEXTURE_2D, texture_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, row, width_, 1, glTexSubImage2D(GL_TEXTURE_2D, 0, 0, row, texW_, 1,
GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, GL_UNSIGNED_BYTE,
pixelBuf_.data() + row * width_ * 3); pixelBuf_.data() + row * texW_ * 3);
// Note: no unbind — ImGui will bind its own textures before drawing.
} }
} // namespace baudmine } // namespace baudmine

View File

@@ -18,19 +18,20 @@ public:
WaterfallDisplay(); WaterfallDisplay();
~WaterfallDisplay(); ~WaterfallDisplay();
// Initialize with bin-resolution width and history height. // Initialize with bin count and history height.
// width = number of FFT bins (spectrum size), height = history rows. // Texture width is capped to GPU max texture size; bins are resampled if needed.
void init(int binCount, int height); void init(int binCount, int height);
// Single-channel colormap mode. One texel per bin — no frequency remapping. // Single-channel colormap mode.
void pushLine(const std::vector<float>& spectrumDB, float minDB, float maxDB); void pushLine(const std::vector<float>& spectrumDB, float minDB, float maxDB);
// Multi-channel overlay mode. One texel per bin. // Multi-channel overlay mode.
void pushLineMulti(const std::vector<std::vector<float>>& channelSpectra, void pushLineMulti(const std::vector<std::vector<float>>& channelSpectra,
const std::vector<WaterfallChannelInfo>& channels, const std::vector<WaterfallChannelInfo>& channels,
float minDB, float maxDB); float minDB, float maxDB);
GLuint textureID() const { return texture_; } GLuint textureID() const { return texture_; }
int texWidth() const { return texW_; }
int width() const { return width_; } int width() const { return width_; }
int height() const { return height_; } int height() const { return height_; }
int currentRow() const { return currentRow_; } int currentRow() const { return currentRow_; }
@@ -43,9 +44,11 @@ private:
void advanceRow(); void advanceRow();
GLuint texture_ = 0; GLuint texture_ = 0;
int width_ = 0; int width_ = 0; // logical width (bin count)
int texW_ = 0; // actual texture width (<= GPU max)
int height_ = 0; int height_ = 0;
int currentRow_ = 0; int currentRow_ = 0;
static int maxTexSize_; // cached GL_MAX_TEXTURE_SIZE
ColorMap colorMap_; ColorMap colorMap_;
std::vector<uint8_t> pixelBuf_; std::vector<uint8_t> pixelBuf_;