resample if the texture width is lower than the FFT size
This commit is contained in:
@@ -5,6 +5,14 @@
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namespace baudmine {
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int WaterfallDisplay::maxTexSize_ = 0;
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static int queryMaxTextureSize() {
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GLint s = 4096;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s);
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return s;
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}
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WaterfallDisplay::WaterfallDisplay() = default;
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WaterfallDisplay::~WaterfallDisplay() {
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@@ -12,50 +20,15 @@ WaterfallDisplay::~WaterfallDisplay() {
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}
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void WaterfallDisplay::init(int binCount, int height) {
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if (maxTexSize_ == 0) maxTexSize_ = queryMaxTextureSize();
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width_ = binCount;
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texW_ = std::min(binCount, maxTexSize_);
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height_ = height;
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currentRow_ = height_ - 1;
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pixelBuf_.assign(width_ * height_ * 3, 0);
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pixelBuf_.assign(texW_ * height_ * 3, 0);
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if (texture_) glDeleteTextures(1, &texture_);
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glGenTextures(1, &texture_);
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glBindTexture(GL_TEXTURE_2D, texture_);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // RGB rows may not be 4-byte aligned
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_, height_, 0,
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GL_RGB, GL_UNSIGNED_BYTE, pixelBuf_.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void WaterfallDisplay::resize(int binCount, int height) {
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if (binCount == width_ && height == height_) return;
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// If width unchanged and height is growing, preserve existing data.
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if (binCount == width_ && height > height_ && height_ > 0 && texture_) {
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int oldH = height_;
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int oldRow = currentRow_;
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std::vector<uint8_t> oldBuf = std::move(pixelBuf_);
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width_ = binCount;
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height_ = height;
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pixelBuf_.assign(width_ * height_ * 3, 0);
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// Copy old rows into the new buffer, preserving their circular order.
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// Old rows occupy indices 0..oldH-1; new rows oldH..height-1 are black.
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// The circular position stays the same since old indices are valid in
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// the larger buffer.
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int rowBytes = width_ * 3;
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for (int r = 0; r < oldH; ++r)
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std::memcpy(pixelBuf_.data() + r * rowBytes,
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oldBuf.data() + r * rowBytes, rowBytes);
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currentRow_ = oldRow;
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// Recreate texture at new size and upload all data.
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if (texture_) glDeleteTextures(1, &texture_);
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glGenTextures(1, &texture_);
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glBindTexture(GL_TEXTURE_2D, texture_);
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@@ -64,7 +37,42 @@ void WaterfallDisplay::resize(int binCount, int height) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_, height_, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texW_, height_, 0,
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GL_RGB, GL_UNSIGNED_BYTE, pixelBuf_.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void WaterfallDisplay::resize(int binCount, int height) {
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if (maxTexSize_ == 0) maxTexSize_ = queryMaxTextureSize();
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int newTexW = std::min(binCount, maxTexSize_);
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if (newTexW == texW_ && height == height_ && binCount == width_) return;
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// If texture width unchanged and height is growing, preserve existing data.
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if (newTexW == texW_ && binCount == width_ && height > height_ && height_ > 0 && texture_) {
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int oldH = height_;
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int oldRow = currentRow_;
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std::vector<uint8_t> oldBuf = std::move(pixelBuf_);
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height_ = height;
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pixelBuf_.assign(texW_ * height_ * 3, 0);
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int rowBytes = texW_ * 3;
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for (int r = 0; r < oldH; ++r)
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std::memcpy(pixelBuf_.data() + r * rowBytes,
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oldBuf.data() + r * rowBytes, rowBytes);
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currentRow_ = oldRow;
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if (texture_) glDeleteTextures(1, &texture_);
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glGenTextures(1, &texture_);
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glBindTexture(GL_TEXTURE_2D, texture_);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texW_, height_, 0,
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GL_RGB, GL_UNSIGNED_BYTE, pixelBuf_.data());
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return;
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}
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@@ -76,21 +84,33 @@ void WaterfallDisplay::advanceRow() {
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currentRow_ = (currentRow_ - 1 + height_) % height_;
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}
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// Sample a bin value at fractional position using the max of covered bins.
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// This avoids losing narrow-band signals when downsampling.
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static inline float sampleBinMax(const float* data, int bins, float x0, float x1) {
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int i0 = std::max(0, static_cast<int>(x0));
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int i1 = std::min(bins - 1, static_cast<int>(x1));
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float v = -200.0f;
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for (int i = i0; i <= i1; ++i)
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v = std::max(v, data[i]);
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return v;
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}
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// ── Single-channel (colormap) mode ───────────────────────────────────────────
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void WaterfallDisplay::pushLine(const std::vector<float>& spectrumDB,
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float minDB, float maxDB) {
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if (width_ == 0 || height_ == 0) return;
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if (texW_ == 0 || height_ == 0) return;
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int bins = static_cast<int>(spectrumDB.size());
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int row = currentRow_;
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int rowOffset = row * width_ * 3;
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int rowOffset = row * texW_ * 3;
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float scale = static_cast<float>(width_) / texW_;
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// One texel per bin — direct 1:1 mapping.
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for (int x = 0; x < width_; ++x) {
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float dB = (x < bins) ? spectrumDB[x] : -200.0f;
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for (int x = 0; x < texW_; ++x) {
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float b0 = x * scale;
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float b1 = (x + 1) * scale - 1.0f;
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float dB = (bins > 0) ? sampleBinMax(spectrumDB.data(), bins, b0, b1) : -200.0f;
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Color3 c = colorMap_.mapDB(dB, minDB, maxDB);
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pixelBuf_[rowOffset + x * 3 + 0] = c.r;
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pixelBuf_[rowOffset + x * 3 + 1] = c.g;
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pixelBuf_[rowOffset + x * 3 + 2] = c.b;
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@@ -106,16 +126,15 @@ void WaterfallDisplay::pushLineMulti(
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const std::vector<std::vector<float>>& channelSpectra,
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const std::vector<WaterfallChannelInfo>& channels,
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float minDB, float maxDB) {
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if (width_ == 0 || height_ == 0) return;
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if (texW_ == 0 || height_ == 0) return;
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int row = currentRow_;
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int rowOffset = row * width_ * 3;
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int rowOffset = row * texW_ * 3;
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float range = maxDB - minDB;
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if (range < 1.0f) range = 1.0f;
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float invRange = 1.0f / range;
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// Pre-filter enabled channels to avoid per-texel branching.
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struct ActiveCh { const float* data; int bins; float r, g, b; };
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// Pre-filter enabled channels.
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activeChBuf_.clear();
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int nCh = std::min(static_cast<int>(channelSpectra.size()),
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static_cast<int>(channels.size()));
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@@ -126,12 +145,21 @@ void WaterfallDisplay::pushLineMulti(
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channels[ch].r, channels[ch].g, channels[ch].b});
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}
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// One texel per bin — direct 1:1 mapping.
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for (int x = 0; x < width_; ++x) {
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float scale = static_cast<float>(width_) / texW_;
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bool needResample = (texW_ != width_);
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for (int x = 0; x < texW_; ++x) {
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float accR = 0.0f, accG = 0.0f, accB = 0.0f;
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for (const auto& ac : activeChBuf_) {
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float dB = (x < ac.bins) ? ac.data[x] : -200.0f;
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float dB;
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if (!needResample) {
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dB = (x < ac.bins) ? ac.data[x] : -200.0f;
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} else {
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float b0 = x * scale;
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float b1 = (x + 1) * scale - 1.0f;
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dB = sampleBinMax(ac.data, ac.bins, b0, b1);
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}
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float intensity = std::clamp((dB - minDB) * invRange, 0.0f, 1.0f);
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accR += ac.r * intensity;
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@@ -154,10 +182,9 @@ void WaterfallDisplay::pushLineMulti(
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void WaterfallDisplay::uploadRow(int row) {
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glBindTexture(GL_TEXTURE_2D, texture_);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, row, width_, 1,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, row, texW_, 1,
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GL_RGB, GL_UNSIGNED_BYTE,
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pixelBuf_.data() + row * width_ * 3);
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// Note: no unbind — ImGui will bind its own textures before drawing.
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pixelBuf_.data() + row * texW_ * 3);
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}
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} // namespace baudmine
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@@ -18,19 +18,20 @@ public:
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WaterfallDisplay();
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~WaterfallDisplay();
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// Initialize with bin-resolution width and history height.
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// width = number of FFT bins (spectrum size), height = history rows.
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// Initialize with bin count and history height.
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// Texture width is capped to GPU max texture size; bins are resampled if needed.
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void init(int binCount, int height);
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// Single-channel colormap mode. One texel per bin — no frequency remapping.
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// Single-channel colormap mode.
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void pushLine(const std::vector<float>& spectrumDB, float minDB, float maxDB);
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// Multi-channel overlay mode. One texel per bin.
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// Multi-channel overlay mode.
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void pushLineMulti(const std::vector<std::vector<float>>& channelSpectra,
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const std::vector<WaterfallChannelInfo>& channels,
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float minDB, float maxDB);
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GLuint textureID() const { return texture_; }
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int texWidth() const { return texW_; }
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int width() const { return width_; }
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int height() const { return height_; }
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int currentRow() const { return currentRow_; }
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@@ -43,9 +44,11 @@ private:
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void advanceRow();
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GLuint texture_ = 0;
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int width_ = 0;
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int width_ = 0; // logical width (bin count)
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int texW_ = 0; // actual texture width (<= GPU max)
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int height_ = 0;
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int currentRow_ = 0;
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static int maxTexSize_; // cached GL_MAX_TEXTURE_SIZE
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ColorMap colorMap_;
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std::vector<uint8_t> pixelBuf_;
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