Files
baudmine/src/ui/WaterfallDisplay.cpp
2026-03-25 19:47:37 +01:00

126 lines
4.4 KiB
C++

#include "ui/WaterfallDisplay.h"
#include <algorithm>
#include <cmath>
#include <cstring>
namespace baudline {
WaterfallDisplay::WaterfallDisplay() = default;
WaterfallDisplay::~WaterfallDisplay() {
if (texture_) glDeleteTextures(1, &texture_);
}
void WaterfallDisplay::init(int binCount, int height) {
width_ = binCount;
height_ = height;
currentRow_ = height_ - 1;
pixelBuf_.assign(width_ * height_ * 3, 0);
if (texture_) glDeleteTextures(1, &texture_);
glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_2D, texture_);
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;
init(binCount, height);
}
void WaterfallDisplay::advanceRow() {
currentRow_ = (currentRow_ - 1 + height_) % height_;
}
// ── Single-channel (colormap) mode ───────────────────────────────────────────
void WaterfallDisplay::pushLine(const std::vector<float>& spectrumDB,
float minDB, float maxDB) {
if (width_ == 0 || height_ == 0) return;
int bins = static_cast<int>(spectrumDB.size());
int row = currentRow_;
int rowOffset = row * width_ * 3;
// One texel per bin — direct 1:1 mapping.
for (int x = 0; x < width_; ++x) {
float dB = (x < bins) ? spectrumDB[x] : -200.0f;
Color3 c = colorMap_.mapDB(dB, minDB, maxDB);
pixelBuf_[rowOffset + x * 3 + 0] = c.r;
pixelBuf_[rowOffset + x * 3 + 1] = c.g;
pixelBuf_[rowOffset + x * 3 + 2] = c.b;
}
uploadRow(row);
advanceRow();
}
// ── Multi-channel overlay mode ───────────────────────────────────────────────
void WaterfallDisplay::pushLineMulti(
const std::vector<std::vector<float>>& channelSpectra,
const std::vector<WaterfallChannelInfo>& channels,
float minDB, float maxDB) {
if (width_ == 0 || height_ == 0) return;
int row = currentRow_;
int rowOffset = row * width_ * 3;
float range = maxDB - minDB;
if (range < 1.0f) range = 1.0f;
float invRange = 1.0f / range;
// Pre-filter enabled channels to avoid per-texel branching.
struct ActiveCh { const float* data; int bins; float r, g, b; };
activeChBuf_.clear();
int nCh = std::min(static_cast<int>(channelSpectra.size()),
static_cast<int>(channels.size()));
for (int ch = 0; ch < nCh; ++ch) {
if (!channels[ch].enabled || channelSpectra[ch].empty()) continue;
activeChBuf_.push_back({channelSpectra[ch].data(),
static_cast<int>(channelSpectra[ch].size()),
channels[ch].r, channels[ch].g, channels[ch].b});
}
// One texel per bin — direct 1:1 mapping.
for (int x = 0; x < width_; ++x) {
float accR = 0.0f, accG = 0.0f, accB = 0.0f;
for (const auto& ac : activeChBuf_) {
float dB = (x < ac.bins) ? ac.data[x] : -200.0f;
float intensity = std::clamp((dB - minDB) * invRange, 0.0f, 1.0f);
accR += ac.r * intensity;
accG += ac.g * intensity;
accB += ac.b * intensity;
}
pixelBuf_[rowOffset + x * 3 + 0] =
static_cast<uint8_t>(std::min(accR, 1.0f) * 255.0f);
pixelBuf_[rowOffset + x * 3 + 1] =
static_cast<uint8_t>(std::min(accG, 1.0f) * 255.0f);
pixelBuf_[rowOffset + x * 3 + 2] =
static_cast<uint8_t>(std::min(accB, 1.0f) * 255.0f);
}
uploadRow(row);
advanceRow();
}
void WaterfallDisplay::uploadRow(int row) {
glBindTexture(GL_TEXTURE_2D, texture_);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, row, width_, 1,
GL_RGB, GL_UNSIGNED_BYTE,
pixelBuf_.data() + row * width_ * 3);
// Note: no unbind — ImGui will bind its own textures before drawing.
}
} // namespace baudline