# # Copyright 2008, 2009 Free Software Foundation, Inc. # # This file is part of GNU Radio # # GNU Radio is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 3, or (at your option) # any later version. # # GNU Radio is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with GNU Radio; see the file COPYING. If not, write to # the Free Software Foundation, Inc., 51 Franklin Street, # Boston, MA 02110-1301, USA. # import wx from grid_plotter_base import grid_plotter_base from OpenGL import GL import common import numpy import gltext import math LEGEND_LEFT_PAD = 7 LEGEND_NUM_BLOCKS = 256 LEGEND_NUM_LABELS = 9 LEGEND_WIDTH = 8 LEGEND_FONT_SIZE = 8 LEGEND_BORDER_COLOR_SPEC = (0, 0, 0) #black MIN_PADDING = 0, 60, 0, 0 #top, right, bottom, left ceil_log2 = lambda x: 2**int(math.ceil(math.log(x)/math.log(2))) def _get_rbga(red_pts, green_pts, blue_pts, alpha_pts=[(0, 0), (1, 0)]): """ Get an array of 256 rgba values where each index maps to a color. The scaling for red, green, blue, alpha are specified in piece-wise functions. The piece-wise functions consist of a set of x, y coordinates. The x and y values of the coordinates range from 0 to 1. The coordinates must be specified so that x increases with the index value. Resulting values are calculated along the line formed between 2 coordinates. @param *_pts an array of x,y coordinates for each color element @return array of rbga values (4 bytes) each """ def _fcn(x, pw): for (x1, y1), (x2, y2) in zip(pw, pw[1:]): #linear interpolation if x <= x2: return float(y1 - y2)/(x1 - x2)*(x - x1) + y1 raise Exception return [numpy.array(map( lambda pw: int(255*_fcn(i/255.0, pw)), (red_pts, green_pts, blue_pts, alpha_pts), ), numpy.uint8).tostring() for i in range(0, 256) ] COLORS = { 'rgb1': _get_rbga( #http://www.ks.uiuc.edu/Research/vmd/vmd-1.7.1/ug/img47.gif red_pts = [(0, 0), (.5, 0), (1, 1)], green_pts = [(0, 0), (.5, 1), (1, 0)], blue_pts = [(0, 1), (.5, 0), (1, 0)], ), 'rgb2': _get_rbga( #http://xtide.ldeo.columbia.edu/~krahmann/coledit/screen.jpg red_pts = [(0, 0), (3.0/8, 0), (5.0/8, 1), (7.0/8, 1), (1, .5)], green_pts = [(0, 0), (1.0/8, 0), (3.0/8, 1), (5.0/8, 1), (7.0/8, 0), (1, 0)], blue_pts = [(0, .5), (1.0/8, 1), (3.0/8, 1), (5.0/8, 0), (1, 0)], ), 'rgb3': _get_rbga( red_pts = [(0, 0), (1.0/3.0, 0), (2.0/3.0, 0), (1, 1)], green_pts = [(0, 0), (1.0/3.0, 0), (2.0/3.0, 1), (1, 0)], blue_pts = [(0, 0), (1.0/3.0, 1), (2.0/3.0, 0), (1, 0)], ), 'gray': _get_rbga( red_pts = [(0, 0), (1, 1)], green_pts = [(0, 0), (1, 1)], blue_pts = [(0, 0), (1, 1)], ), } ################################################## # Waterfall Plotter ################################################## class waterfall_plotter(grid_plotter_base): def __init__(self, parent): """ Create a new channel plotter. """ #init grid_plotter_base.__init__(self, parent, MIN_PADDING) #setup legend cache self._legend_cache = self.new_gl_cache(self._draw_legend) #setup waterfall cache self._waterfall_cache = self.new_gl_cache(self._draw_waterfall, 50) #setup waterfall plotter self.register_init(self._init_waterfall) self._resize_texture(False) self._minimum = 0 self._maximum = 0 self._fft_size = 1 self._buffer = list() self._pointer = 0 self._counter = 0 self.set_num_lines(0) self.set_color_mode(COLORS.keys()[0]) def _init_waterfall(self): """ Run gl initialization tasks. """ self._waterfall_texture = GL.glGenTextures(1) def _draw_waterfall(self): """ Draw the waterfall from the texture. The texture is circularly filled and will wrap around. Use matrix modeling to shift and scale the texture onto the coordinate plane. """ #resize texture self._resize_texture() #setup texture GL.glBindTexture(GL.GL_TEXTURE_2D, self._waterfall_texture) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT) GL.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE) #write the buffer to the texture while self._buffer: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, self._pointer, self._fft_size, 1, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, self._buffer.pop(0)) self._pointer = (self._pointer + 1)%self._num_lines #begin drawing GL.glEnable(GL.GL_TEXTURE_2D) GL.glPushMatrix() #matrix scaling GL.glTranslatef(self.padding_left, self.padding_top, 0) GL.glScalef( float(self.width-self.padding_left-self.padding_right), float(self.height-self.padding_top-self.padding_bottom), 1.0, ) #draw texture with wrapping GL.glBegin(GL.GL_QUADS) prop_y = float(self._pointer)/(self._num_lines-1) prop_x = float(self._fft_size)/ceil_log2(self._fft_size) off = 1.0/(self._num_lines-1) GL.glTexCoord2f(0, prop_y+1-off) GL.glVertex2f(0, 1) GL.glTexCoord2f(prop_x, prop_y+1-off) GL.glVertex2f(1, 1) GL.glTexCoord2f(prop_x, prop_y) GL.glVertex2f(1, 0) GL.glTexCoord2f(0, prop_y) GL.glVertex2f(0, 0) GL.glEnd() GL.glPopMatrix() GL.glDisable(GL.GL_TEXTURE_2D) def _populate_point_label(self, x_val, y_val): """ Get the text the will populate the point label. Give the X value for the current point. @param x_val the current x value @param y_val the current y value @return a value string with units """ return '%s: %s'%(self.x_label, common.eng_format(x_val, self.x_units)) def _draw_legend(self): """ Draw the color scale legend. """ if not self._color_mode: return legend_height = self.height-self.padding_top-self.padding_bottom #draw each legend block block_height = float(legend_height)/LEGEND_NUM_BLOCKS x = self.width - self.padding_right + LEGEND_LEFT_PAD for i in range(LEGEND_NUM_BLOCKS): color = COLORS[self._color_mode][int(255*i/float(LEGEND_NUM_BLOCKS-1))] GL.glColor4f(*map(lambda c: ord(c)/255.0, color)) y = self.height - (i+1)*block_height - self.padding_bottom self._draw_rect(x, y, LEGEND_WIDTH, block_height) #draw rectangle around color scale border GL.glColor3f(*LEGEND_BORDER_COLOR_SPEC) self._draw_rect(x, self.padding_top, LEGEND_WIDTH, legend_height, fill=False) #draw each legend label label_spacing = float(legend_height)/(LEGEND_NUM_LABELS-1) x = self.width - (self.padding_right - LEGEND_LEFT_PAD - LEGEND_WIDTH)/2 for i in range(LEGEND_NUM_LABELS): proportion = i/float(LEGEND_NUM_LABELS-1) dB = proportion*(self._maximum - self._minimum) + self._minimum y = self.height - i*label_spacing - self.padding_bottom txt = gltext.Text('%ddB'%int(dB), font_size=LEGEND_FONT_SIZE, centered=True) txt.draw_text(wx.Point(x, y)) def _resize_texture(self, flag=None): """ Create the texture to fit the fft_size X num_lines. @param flag the set/unset or update flag """ if flag is not None: self._resize_texture_flag = flag return if not self._resize_texture_flag: return self._buffer = list() self._pointer = 0 if self._num_lines and self._fft_size: GL.glBindTexture(GL.GL_TEXTURE_2D, self._waterfall_texture) data = numpy.zeros(self._num_lines*self._fft_size*4, numpy.uint8).tostring() GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, ceil_log2(self._fft_size), self._num_lines, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, data) self._resize_texture_flag = False def set_color_mode(self, color_mode): """ Set the color mode. New samples will be converted to the new color mode. Old samples will not be recolorized. @param color_mode the new color mode string """ self.lock() if color_mode in COLORS.keys(): self._color_mode = color_mode self._legend_cache.changed(True) self.update() self.unlock() def set_num_lines(self, num_lines): """ Set number of lines. Powers of two only. @param num_lines the new number of lines """ self.lock() self._num_lines = num_lines self._resize_texture(True) self.update() self.unlock() def set_samples(self, samples, minimum, maximum): """ Set the samples to the waterfall. Convert the samples to color data. @param samples the array of floats @param minimum the minimum value to scale @param maximum the maximum value to scale """ self.lock() #set the min, max values if self._minimum != minimum or self._maximum != maximum: self._minimum = minimum self._maximum = maximum self._legend_cache.changed(True) if self._fft_size != len(samples): self._fft_size = len(samples) self._resize_texture(True) #normalize the samples to min/max samples = (samples - minimum)*float(255/(maximum-minimum)) samples = numpy.clip(samples, 0, 255) #clip samples = numpy.array(samples, numpy.uint8) #convert the samples to RGBA data data = numpy.choose(samples, COLORS[self._color_mode]).tostring() self._buffer.append(data) self._waterfall_cache.changed(True) self.unlock()