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path: root/src/waveform/renderers/glwaveformrendererrgb.cpp
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#include "glwaveformrendererrgb.h"
#include "waveformwidgetrenderer.h"
#include "waveform/waveform.h"
#include "waveform/waveformwidgetfactory.h"
#include "widget/wwidget.h"
#include "widget/wskincolor.h"
#include "util/math.h"

GLWaveformRendererRGB::GLWaveformRendererRGB(
        WaveformWidgetRenderer* waveformWidgetRenderer)
        : WaveformRendererSignalBase(waveformWidgetRenderer) {
    initializeOpenGLFunctions();
}

GLWaveformRendererRGB::~GLWaveformRendererRGB() {
}

void GLWaveformRendererRGB::onSetup(const QDomNode& /* node */) {
}

void GLWaveformRendererRGB::draw(QPainter* painter, QPaintEvent* /*event*/) {
    TrackPointer pTrack = m_waveformRenderer->getTrackInfo();
    if (!pTrack) {
        return;
    }

    ConstWaveformPointer waveform = pTrack->getWaveform();
    if (waveform.isNull()) {
        return;
    }

    const int dataSize = waveform->getDataSize();
    if (dataSize <= 1) {
        return;
    }

    const WaveformData* data = waveform->data();
    if (data == NULL) {
        return;
    }

    double firstVisualIndex = m_waveformRenderer->getFirstDisplayedPosition() * dataSize;
    double lastVisualIndex = m_waveformRenderer->getLastDisplayedPosition() * dataSize;
    const double lineWidth = (1.0 / m_waveformRenderer->getVisualSamplePerPixel()) + 1.5;

    const int firstIndex = int(firstVisualIndex + 0.5);
    firstVisualIndex = firstIndex - firstIndex % 2;

    const int lastIndex = int(lastVisualIndex + 0.5);
    lastVisualIndex = lastIndex + lastIndex % 2;

    // Reset device for native painting
    painter->beginNativePainting();

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Per-band gain from the EQ knobs.
    float allGain(1.0), lowGain(1.0), midGain(1.0), highGain(1.0);
    getGains(&allGain, &lowGain, &midGain, &highGain);

    const float kHeightScaleFactor = 255.0 / sqrtf(255 * 255 * 3);

    if (m_alignment == Qt::AlignCenter) {
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        if (m_orientation == Qt::Vertical) {
            glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
            glScalef(-1.0f, 1.0f, 1.0f);
        }
        glOrtho(firstVisualIndex, lastVisualIndex, -255.0, 255.0, -10.0, 10.0);

        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();

        glScalef(1.0f, allGain, 1.0f);

        glLineWidth(1.2);
        glDisable(GL_LINE_SMOOTH);

        // Draw reference line
        glBegin(GL_LINES); {
            glColor4f(m_axesColor_r, m_axesColor_g, m_axesColor_b, m_axesColor_a);
            glVertex2f(firstVisualIndex, 0);
            glVertex2f(lastVisualIndex,  0);
        }
        glEnd();

        glLineWidth(lineWidth);
        glEnable(GL_LINE_SMOOTH);

        glBegin(GL_LINES); {

            int firstIndex = math_max(static_cast<int>(firstVisualIndex), 0);
            int lastIndex = math_min(static_cast<int>(lastVisualIndex), dataSize);

            for (int visualIndex = firstIndex;
                    visualIndex < lastIndex;
                    visualIndex += 2) {

                float left_low    = lowGain  * (float) data[visualIndex].filtered.low;
                float left_mid    = midGain  * (float) data[visualIndex].filtered.mid;
                float left_high   = highGain * (float) data[visualIndex].filtered.high;
                float left_all    = sqrtf(left_low * left_low + left_mid * left_mid + left_high * left_high) * kHeightScaleFactor;
                float left_red    = left_low  * m_rgbLowColor_r + left_mid  * m_rgbMidColor_r + left_high  * m_rgbHighColor_r;
                float left_green  = left_low  * m_rgbLowColor_g + left_mid  * m_rgbMidColor_g + left_high  * m_rgbHighColor_g;
                float left_blue   = left_low  * m_rgbLowColor_b + left_mid  * m_rgbMidColor_b + left_high  * m_rgbHighColor_b;
                float left_max    = math_max3(left_red, left_green, left_blue);
                if (left_max > 0.0f) {  // Prevent division by zero
                    glColor4f(left_red / left_max, left_green / left_max, left_blue / left_max, 0.8f);
                    glVertex2f(visualIndex, 0.0f);
                    glVertex2f(visualIndex, left_all);
                }

                float right_low   = lowGain  * (float) data[visualIndex+1].filtered.low;
                float right_mid   = midGain  * (float) data[visualIndex+1].filtered.mid;
                float right_high  = highGain * (float) data[visualIndex+1].filtered.high;
                float right_all   = sqrtf(right_low * right_low + right_mid * right_mid + right_high * right_high) * kHeightScaleFactor;
                float right_red   = right_low * m_rgbLowColor_r + right_mid * m_rgbMidColor_r + right_high * m_rgbHighColor_r;
                float right_green = right_low * m_rgbLowColor_g + right_mid * m_rgbMidColor_g + right_high * m_rgbHighColor_g;
                float right_blue  = right_low * m_rgbLowColor_b + right_mid * m_rgbMidColor_b + right_high * m_rgbHighColor_b;
                float right_max   = math_max3(right_red, right_green, right_blue);
                if (right_max > 0.0f) {  // Prevent division by zero
                    glColor4f(right_red / right_max, right_green / right_max, right_blue / right_max, 0.8f);
                    glVertex2f(visualIndex, 0.0f);
                    glVertex2f(visualIndex, -1.0f * right_all);
                }
            }
        }

        glEnd();

    } else {  // top || bottom
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        if (m_orientation == Qt::Vertical) {
            glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
            glScalef(-1.0f, 1.0f, 1.0f);
        }
        if (m_alignment == Qt::AlignBottom || m_alignment == Qt::AlignRight) {
            glOrtho(firstVisualIndex, lastVisualIndex, 0.0, 255.0, -10.0, 10.0);
        } else {
            glOrtho(firstVisualIndex, lastVisualIndex, 255.0, 0.0, -10.0, 10.0);
        }

        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();

        glScalef(1.0f, allGain, 1.0f);

        glLineWidth(lineWidth);
        glEnable(GL_LINE_SMOOTH);

        glBegin(GL_LINES); {

            int firstIndex = math_max(static_cast<int>(firstVisualIndex), 0);
            int lastIndex = math_min(static_cast<int>(lastVisualIndex), dataSize);

            for (int visualIndex = firstIndex;
                    visualIndex < lastIndex;
                    visualIndex += 2) {

                float low  = lowGain  * (float) math_max(data[visualIndex].filtered.low,  data[visualIndex+1].filtered.low);
                float mid  = midGain  * (float) math_max(data[visualIndex].filtered.mid,  data[visualIndex+1].filtered.mid);
                float high = highGain * (float) math_max(data[visualIndex].filtered.high, data[visualIndex+1].filtered.high);

                float all = sqrtf(low * low + mid * mid + high * high) * kHeightScaleFactor;

                float red   = low * m_rgbLowColor_r + mid * m_rgbMidColor_r + high * m_rgbHighColor_r;
                float green = low * m_rgbLowColor_g + mid * m_rgbMidColor_g + high * m_rgbHighColor_g;
                float blue  = low * m_rgbLowColor_b + mid * m_rgbMidColor_b + high * m_rgbHighColor_b;

                float max = math_max3(red, green, blue);
                if (max > 0.0f) {  // Prevent division by zero
                    glColor4f(red / max, green / max, blue / max, 0.9f);
                    glVertex2f(float(visualIndex), 0.0f);
                    glVertex2f(float(visualIndex), all);
                }
            }
        }

        glEnd();
    }

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();

    painter->endNativePainting();
}