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#
# 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*ceil_log2(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()
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