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176
src/waterfall.cpp
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176
src/waterfall.cpp
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#include <waterfall.h>
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#include <algorithm>
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#define MAP_VAL(aMin, aMax, bMin, bMax, val) ( ( ( ((val) - (aMin)) / ((aMax) - (aMin)) ) * ((bMax) - (bMin)) ) + bMin)
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const float COLOR_MAP[][3] = {
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{0x4A, 0x00, 0x00},
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{0x75, 0x00, 0x00},
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{0x9F, 0x00, 0x00},
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{0xC6, 0x00, 0x00},
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{0xFF, 0x00, 0x00},
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{0xFE, 0x6D, 0x16},
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{0xFF, 0xFF, 0x00},
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{0xFF, 0xFF, 0xFF},
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{0x1E, 0x90, 0xFF},
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{0x00, 0x00, 0x91},
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{0x00, 0x00, 0x50},
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{0x00, 0x00, 0x30},
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{0x00, 0x00, 0x20}
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};
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namespace ImGui {
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WaterFall::WaterFall() {
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std::vector<float> base;
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for (int i = 0; i < 1024; i++) {
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base.push_back(-100.0f);
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}
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fftBuffer.push_back(base);
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newSamples = false;
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glGenTextures(1, &textureId);
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}
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void drawFFT(ImGuiWindow* window, int width, int height, ImVec2 pos, std::vector<float>& data) {
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float lineHeight = (float)(height - 20 - 30) / 7.0f;
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char buf[100];
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for (int i = 0; i < 8; i++) {
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sprintf(buf, "%d", -i * 10);
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window->DrawList->AddText(ImVec2(pos.x + 7, pos.y + (i * lineHeight) + 2), IM_COL32( 255, 255, 255, 255 ), buf);
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if (i == 7) {
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window->DrawList->AddLine(ImVec2(pos.x + 40, pos.y + (i * lineHeight) + 10),
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ImVec2(pos.x + width - 10, pos.y + (i * lineHeight) + 10),
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IM_COL32( 255, 255, 255, 255 ), 1.0f);
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break;
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}
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window->DrawList->AddLine(ImVec2(pos.x + 40, pos.y + (i * lineHeight) + 10),
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ImVec2(pos.x + width - 10, pos.y + (i * lineHeight) + 10),
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IM_COL32( 70, 70, 70, 255 ), 1.0f);
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}
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int fftWidth = width - 50;
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int dataCount = data.size();
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float multiplier = (float)dataCount / (float)fftWidth;
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for (int i = 1; i < fftWidth; i++) {
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float a = (data[(int)((float)(i - 1) * multiplier)] / 10.0f) * lineHeight;
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float b = (data[(int)((float)i * multiplier)] / 10.0f) * lineHeight;
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window->DrawList->AddLine(ImVec2(pos.x + i + 39, pos.y - a),
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ImVec2(pos.x + i + 40, pos.y - b),
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IM_COL32( 0, 255, 255, 255 ), 1.0f);
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window->DrawList->AddLine(ImVec2(pos.x + i + 39, pos.y - a),
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ImVec2(pos.x + i + 39, pos.y + (7.0f * lineHeight) + 9),
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IM_COL32( 0, 255, 255, 50 ), 1.0f);
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}
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// window->DrawList->AddLine(ImVec2(pos.x + ((i - 1) * spacing) + 40, pos.y - a),
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// ImVec2(pos.x + (i * spacing) + 40, pos.y - b),
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// IM_COL32( 0, 255, 255, 255 ), 1.0f);
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window->DrawList->AddLine(ImVec2(pos.x + 40, pos.y + 10), ImVec2(pos.x + 40, pos.y + (7 * lineHeight) + 10), IM_COL32( 255, 255, 255, 255 ), 1.0f);
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}
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uint32_t mapColor(float val) {
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float mapped = MAP_VAL(-50.0f, 0.0f, 0, 12, val);
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mapped = std::max<float>(mapped, 0.0f);
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mapped = std::min<float>(mapped, 12.0f);
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int floored = floorf(mapped);
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float ratio = mapped - (float)floored;
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float r = ((COLOR_MAP[floored][2] * (1.0f - ratio)) + (COLOR_MAP[floored + 1][2] * ratio));
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float g = ((COLOR_MAP[floored][1] * (1.0f - ratio)) + (COLOR_MAP[floored + 1][1] * ratio));
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float b = ((COLOR_MAP[floored][0] * (1.0f - ratio)) + (COLOR_MAP[floored + 1][0] * ratio));
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//printf("%f %f %f\n", r, g, b);
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return ((uint32_t)255 << 24) | ((uint32_t)b << 16) | ((uint32_t)g << 8) | (uint32_t)r;
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}
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uint32_t* img = NULL;
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int lastW = 0;
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int lastH = 0;
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void WaterFall::drawWaterfall(ImGuiWindow* window, int width, int height, ImVec2 pos) {
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int w = width - 10;
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int h = height;
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int count = fftBuffer.size();
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float factor = (float)count / (float)w;
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bool newSize = false;
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if (lastW != w || lastH != h) {
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newSize = true;
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lastW = w;
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lastH = h;
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if (img != NULL) {
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free(img);
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}
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printf("Allocating new buffer");
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img = (uint32_t*)malloc(w * h * sizeof(uint32_t));
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newSamples = true;
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}
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if (newSamples || newSize) {
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newSamples = false;
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float factor;
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if (newSize) {
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for (int y = 0; y < count; y++) {
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factor = (float)fftBuffer[y].size() / (float)w;
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for (int x = 0; x < w; x++) {
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img[(y * w) + x] = mapColor(fftBuffer[y][(int)((float)x * factor)]);
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}
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}
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}
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else {
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factor = (float)fftBuffer[0].size() / (float)w;
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memcpy(&img[w], img, (h - 1) * w * sizeof(uint32_t));
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for (int x = 0; x < w; x++) {
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img[x] = mapColor(fftBuffer[0][(int)((float)x * factor)]);
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}
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}
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glBindTexture(GL_TEXTURE_2D, textureId);
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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_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
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}
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window->DrawList->AddImage((void*)(intptr_t)textureId, ImVec2(pos.x + 40, pos.y), ImVec2(pos.x + w, pos.y + h));
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}
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void WaterFall::draw() {
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ImGuiWindow* window = GetCurrentWindow();
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ImVec2 vMin = ImGui::GetWindowContentRegionMin();
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ImVec2 vMax = ImGui::GetWindowContentRegionMax();
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vMin.x += ImGui::GetWindowPos().x;
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vMin.y += ImGui::GetWindowPos().y;
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vMax.x += ImGui::GetWindowPos().x;
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vMax.y += ImGui::GetWindowPos().y;
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int width = vMax.x - vMin.x;
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int height = vMax.y - vMin.y;
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window->DrawList->AddRect( vMin, vMax, IM_COL32( 50, 50, 50, 255 ) );
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window->DrawList->AddLine(ImVec2(vMin.x, vMin.y + 300), ImVec2(vMin.x + width, vMin.y + 300), IM_COL32( 50, 50, 50, 255 ), 1.0f);
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buf_mtx.lock();
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if (fftBuffer.size() > height - 302) {
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fftBuffer.resize(height - 302);
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}
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drawFFT(window, width, 300, vMin, fftBuffer[0]);
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drawWaterfall(window, width - 2, height - 302, ImVec2(vMin.x + 1, vMin.y + 301));
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buf_mtx.unlock();
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}
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void WaterFall::pushFFT(std::vector<float> data, int n) {
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buf_mtx.lock();
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fftBuffer.insert(fftBuffer.begin(), data);
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newSamples = true;
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buf_mtx.unlock();
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}
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};
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