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Optimize CPU waterfall/spectrum rendering
WaterfallView: drop per-frame TLazIntfImage + LoadFromIntfImage (device bitmap recreation + full pixel-format conversion every frame). Write pixels directly into the bitmap via BeginUpdate/ScanLine like SpectrumView already does, with platform-native byte order (ARGB on Cocoa, BGRA elsewhere). Replace per-pixel float colorization with a 512-entry dB->color LUT rebuilt only when WfLow/WfHigh/theme change beyond a small threshold. Turn the bitmap itself into a ring buffer: each frame builds a single new row and writes one ScanLine; scrolling is done at paint time via two CopyRect calls. Removes both full-frame passes per frame (image memmove + buffer->bitmap copy), cutting per-frame cost from O(W*H) to O(W). TX mode preserved by leaving out-of-span columns untouched in the row buf. SpectrumView: rewrite the per-frame alpha-restore pass from a strided per-byte loop to a sequential per-dword OR with the alpha mask (bit-identical output, sequential memory access). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
16259ed704
commit
55d5bf01cf
+113
-75
@@ -13,7 +13,7 @@ interface
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uses
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Classes, SysUtils, Graphics, ExtCtrls, Controls, Math,
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IntfGraphics, FPImage, LCLIntf, LCLType, GraphType, AppTheme;
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LCLIntf, LCLType, AppTheme;
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type
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TWaterfallView = class
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@@ -22,8 +22,12 @@ type
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FWfBitmap: TBitmap;
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FWfBitmapW: Integer;
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FWfBitmapH: Integer;
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FWfIntfImg: TLazIntfImage;
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FWfPixels: array of LongWord;
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FWfRowBuf: array of LongWord; // одна строка (новейшая), нативный порядок
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FWfHead: Integer; // физ. строка bitmap с новейшей линией
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FWfLut: array[0..511] of LongWord;
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FWfLutLow: Double;
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FWfLutHigh: Double;
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FWfLutLight: Boolean;
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FWaterfallBuf: array[0..1023] of Single;
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FWaterfallBufCount: Integer;
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FWaterfallDirty: Boolean;
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@@ -48,6 +52,7 @@ type
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FPbWaterfall: TControl;
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procedure DrawMarkerLine(C: TCanvas; W, H: Integer);
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procedure BuildWfLut(WfLow, WfHigh: Double);
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public
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constructor Create;
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destructor Destroy; override;
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@@ -147,23 +152,22 @@ begin
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Result := ($FF shl 24) or (R shl 16) or (G shl 8) or B;
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end;
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procedure InitRawDesc32WF(var Desc: TRawImageDescription; AWidth, AHeight: Integer);
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// Преобразует логический $AARRGGBB в нативный для ScanLine порядок байт.
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// DARWIN (Cocoa): в памяти [A,R,G,B]; прочие (Qt6/Win32): [B,G,R,A].
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// Платформы little-endian, поэтому байт 0 — младший байт LongWord.
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function NativePixel(ARGB: LongWord): LongWord; inline;
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{$IFDEF DARWIN}
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begin
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FillChar(Desc, SizeOf(Desc), 0);
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Desc.Format := ricfRGBA;
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Desc.Width := AWidth;
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Desc.Height := AHeight;
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Desc.Depth := 32;
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Desc.BitOrder := riboBitsInOrder;
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Desc.ByteOrder := riboLSBFirst;
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Desc.LineOrder := riloTopToBottom;
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Desc.BitsPerPixel := 32;
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Desc.LineEnd := rileDWordBoundary;
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Desc.BlueShift := 0; Desc.BluePrec := 8;
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Desc.GreenShift := 8; Desc.GreenPrec := 8;
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Desc.RedShift := 16; Desc.RedPrec := 8;
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Desc.AlphaShift := 24; Desc.AlphaPrec := 8;
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Result := (ARGB shr 24) // A → байт 0
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or (((ARGB shr 16) and $FF) shl 8) // R → байт 1
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or (((ARGB shr 8) and $FF) shl 16) // G → байт 2
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or ((ARGB and $FF) shl 24); // B → байт 3
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end;
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{$ELSE}
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begin
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Result := ARGB; // $AARRGGBB на LE уже даёт в памяти [B,G,R,A]
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end;
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{$ENDIF}
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// ════════════════════════════════════════════════════════════════════════════
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// TWaterfallView
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@@ -174,7 +178,7 @@ begin
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inherited Create;
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FWaterfallBitmap := TBitmap.Create;
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FWfBitmap := TBitmap.Create;
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FWfIntfImg := nil;
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FWfBitmap.PixelFormat := pf32bit;
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FWfBitmapW := 0;
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FWfBitmapH := 0;
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FWfManualHigh := -80.0;
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@@ -191,6 +195,9 @@ begin
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FTheme := DarkTheme;
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FLightTheme := False;
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FSpanHz := 192000;
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FWfLutLow := 1.0; // невалидно → LUT перестроится при первом кадре
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FWfLutHigh := 0.0;
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FWfLutLight := False;
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ResetWfBuf;
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end;
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@@ -198,7 +205,6 @@ destructor TWaterfallView.Destroy;
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begin
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FWaterfallBitmap.Free;
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FWfBitmap.Free;
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FreeAndNil(FWfIntfImg);
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inherited;
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end;
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@@ -210,8 +216,10 @@ begin
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// Сброс размера — чтобы следующий кадр перезаполнил фон новой темой
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FWfBitmapW := 0;
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FWfBitmapH := 0;
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SetLength(FWfPixels, 0);
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FreeAndNil(FWfIntfImg);
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FWfLutLow := 1.0; // невалидно → LUT перестроится
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FWfLutHigh := 0.0;
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SetLength(FWfRowBuf, 0);
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FWfHead := 0;
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end;
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procedure TWaterfallView.ResetWfAvgBuf;
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@@ -249,8 +257,8 @@ begin
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FWaterfallBitmap.SetSize(W, H);
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FWfBitmapW := 0;
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FWfBitmapH := 0;
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SetLength(FWfPixels, 0);
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FreeAndNil(FWfIntfImg);
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SetLength(FWfRowBuf, 0);
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FWfHead := 0;
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end;
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procedure TWaterfallView.DrawMarkerLine(C: TCanvas; W, H: Integer);
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@@ -271,6 +279,30 @@ begin
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C.TextOut(MX - 4 - C.TextWidth(MarkerLbl), 4, MarkerLbl);
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end;
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// Перестраивает палитру dB→цвет (512 точек) один раз на кадр вместо
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// вычисления цвета с плавающей точкой на каждый пиксель.
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procedure TWaterfallView.BuildWfLut(WfLow, WfHigh: Double);
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var
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i: Integer;
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dB, Range: Double;
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C: LongWord;
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begin
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Range := WfHigh - WfLow;
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if Range < 1E-6 then Range := 1E-6;
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for i := 0 to High(FWfLut) do
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begin
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dB := WfLow + (i / High(FWfLut)) * Range;
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if FLightTheme then
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C := WaterfallLightTheme(dB, WfLow, WfHigh)
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else
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C := WaterfallEnhancedColorThetis(dB, WfLow, WfHigh);
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FWfLut[i] := NativePixel(C);
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end;
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FWfLutLow := WfLow;
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FWfLutHigh := WfHigh;
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FWfLutLight := FLightTheme;
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end;
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// ────────────────────────────────────────────────────────────────────────────
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// DrawWaterfall
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// ────────────────────────────────────────────────────────────────────────────
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@@ -284,10 +316,8 @@ var
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HistMinDB, HistMaxDB, HistStepDB: Double;
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NoiseFloorDB, SignalTopDB: Double;
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CumCount, LowTargetCount, HighTargetCount, HistIdx: Integer;
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WfHigh, WfLow, InvRange, Step: Double;
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Px: PLongWord;
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Desc: TRawImageDescription;
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Row, Col: Integer; RowPtr: PByte; Src: PLongWord; BPPi: Integer;
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WfHigh, WfLow, LutScale, Step: Double;
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Row, Idx: Integer; RowPtr: PByte;
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Pal: LongWord; Hist: array[0..191] of Integer; SrcCount: Integer;
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const
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ALPHA_HIGH = 0.10; ALPHA_LOW = 0.08;
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@@ -340,25 +370,44 @@ begin
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if WfHigh < WfLow + 40.0 then WfHigh := WfLow + 40.0;
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if WfHigh > 0.0 then WfHigh := 0.0;
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if WfLow < -160 then WfLow := -160;
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InvRange := 255.0 / (WfHigh - WfLow);
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LutScale := High(FWfLut) / (WfHigh - WfLow);
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// Палитра зависит только от WfLow/WfHigh/темы — перестраиваем лишь при
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// ощутимом изменении (AGC сдвигает границы медленно).
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if (FWfLutLight <> FLightTheme) or
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(Abs(WfLow - FWfLutLow) > 0.05) or
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(Abs(WfHigh - FWfLutHigh) > 0.05) then
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BuildWfLut(WfLow, WfHigh);
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if (FWfBitmapW <> W) or (FWfBitmapH <> H) then
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begin
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FWfBitmapW := W; FWfBitmapH := H;
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SetLength(FWfPixels, W * H);
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Pal := $FF000000
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SetLength(FWfRowBuf, W);
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Pal := NativePixel($FF000000
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or ((LongWord(FTheme.Panel) and $FF) shl 16)
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or (LongWord(FTheme.Panel) and $FF00)
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or ((LongWord(FTheme.Panel) shr 16) and $FF);
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FillDWord(FWfPixels[0], W * H, Pal);
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or ((LongWord(FTheme.Panel) shr 16) and $FF));
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FillDWord(FWfRowBuf[0], W, Pal);
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FWfBitmap.SetSize(W, H);
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FreeAndNil(FWfIntfImg);
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FWfHead := 0;
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// Заливаем всё кольцо фоном
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FWfBitmap.BeginUpdate(False);
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try
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for Row := 0 to H - 1 do
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begin
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RowPtr := PByte(FWfBitmap.ScanLine[Row]);
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if RowPtr <> nil then FillDWord(RowPtr^, W, Pal);
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end;
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finally
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FWfBitmap.EndUpdate(False);
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end;
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end;
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if H > 1 then Move(FWfPixels[0], FWfPixels[W], (H - 1) * SizeOf(LongWord) * W);
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// Строим только новейшую строку в FWfRowBuf. В TX-режиме столбцы вне TX-полосы
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// НЕ трогаем — FWfRowBuf хранит предыдущую верхнюю строку, поэтому
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// «замороженные» участки остаются вертикально непрерывными, как и раньше.
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Step := (SrcCount - 1.0) / Max(1, W - 1);
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WatSrcF := 0.0; Px := @FWfPixels[0];
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WatSrcF := 0.0;
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for X := 0 to W - 1 do
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begin
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if FTXMode and (FTXSpanHz > 0) and (FSpanHz > 0) then
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@@ -366,11 +415,8 @@ begin
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dB := FCenterFreq - FSpanHz * 0.5 + X * FSpanHz / Max(1, W - 1) - FTXFreq;
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if (dB < -FTXSpanHz * 0.5) or (dB > FTXSpanHz * 0.5) then
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begin
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if H > 1 then Px^ := FWfPixels[X + W]
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else Px^ := 0;
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Inc(Px);
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WatSrcF := WatSrcF + Step;
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Continue;
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Continue; // оставляем FWfRowBuf[X] без изменений
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end;
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frac := (dB + FTXSpanHz * 0.5) / FTXSpanHz * (SrcCount - 1);
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WatS0 := Trunc(frac);
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@@ -386,41 +432,23 @@ begin
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frac := WatSrcF - WatS0;
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dB := FWaterfallBuf[WatS0] * (1.0 - frac) + FWaterfallBuf[WatS1] * frac;
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end;
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if FLightTheme then
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Pal := WaterfallLightTheme(dB, WfLow, WfHigh)
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else
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Pal := WaterfallEnhancedColorThetis(dB, WfLow, WfHigh);
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Px^ := Pal; Inc(Px);
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Idx := Round((dB - WfLow) * LutScale);
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if Idx < 0 then Idx := 0 else if Idx > High(FWfLut) then Idx := High(FWfLut);
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FWfRowBuf[X] := FWfLut[Idx];
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WatSrcF := WatSrcF + Step;
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end;
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if FWfIntfImg = nil then
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begin
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FWfIntfImg := TLazIntfImage.Create(W, H);
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InitRawDesc32WF(Desc, W, H);
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FWfIntfImg.DataDescription := Desc;
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FWfIntfImg.CreateData;
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// Кольцевой сдвиг: новая верхняя строка занимает слот выше предыдущей.
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// Полнокадровый Move изображения и полная перезаливка bitmap больше не нужны —
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// пишем единственную строку, а прокрутка делается в PaintWaterfall (CopyRect).
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FWfHead := (FWfHead - 1 + H) mod H;
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FWfBitmap.BeginUpdate(False);
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try
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RowPtr := PByte(FWfBitmap.ScanLine[FWfHead]);
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if RowPtr <> nil then Move(FWfRowBuf[0], RowPtr^, W * 4);
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finally
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FWfBitmap.EndUpdate(False);
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end;
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BPPi := FWfIntfImg.DataDescription.BitsPerPixel div 8;
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if (BPPi = 4) and (FWfIntfImg.PixelData <> nil) then
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Move(FWfPixels[0], FWfIntfImg.PixelData^, W * H * 4)
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else
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begin
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Src := @FWfPixels[0];
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for Row := 0 to H - 1 do
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begin
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RowPtr := FWfIntfImg.GetDataLineStart(Row);
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if RowPtr = nil then begin Inc(Src, W); Continue; end;
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for Col := 0 to W - 1 do
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begin
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RowPtr[0] := Byte(Src^); RowPtr[1] := Byte(Src^ shr 8);
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RowPtr[2] := Byte(Src^ shr 16);
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if BPPi >= 4 then RowPtr[3] := $FF;
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Inc(Src); Inc(RowPtr, BPPi);
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end;
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end;
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end;
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FWfBitmap.LoadFromIntfImage(FWfIntfImg);
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end;
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// ────────────────────────────────────────────────────────────────────────────
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@@ -428,13 +456,23 @@ end;
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// ────────────────────────────────────────────────────────────────────────────
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procedure TWaterfallView.PaintWaterfall(Sender: TObject);
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var PB: TPaintBox; W, H: Integer;
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var PB: TPaintBox; W, H, Top: Integer;
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begin
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PB := TPaintBox(Sender);
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W := PB.Width; H := PB.Height;
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if (W <= 0) or (H <= 0) then Exit;
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if (FWfBitmap <> nil) and (FWfBitmap.Width = W) and (FWfBitmap.Height = H) then
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PB.Canvas.Draw(0, 0, FWfBitmap)
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if (FWfBitmap <> nil) and (FWfBitmap.Width = W) and (FWfBitmap.Height = H)
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and (Length(FWfRowBuf) = W) then
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begin
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// Кольцевой буфер: дисплейная строка 0 = физ. строка FWfHead.
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// Верхний сегмент — строки FWfHead..H-1, нижний — 0..FWfHead-1.
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Top := H - FWfHead;
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PB.Canvas.CopyRect(Rect(0, 0, W, Top),
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FWfBitmap.Canvas, Rect(0, FWfHead, W, H));
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if FWfHead > 0 then
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PB.Canvas.CopyRect(Rect(0, Top, W, H),
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FWfBitmap.Canvas, Rect(0, 0, W, FWfHead));
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end
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else begin
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PB.Canvas.Brush.Color := FTheme.Panel;
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PB.Canvas.FillRect(Rect(0, 0, W, H));
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