GPU Phase 3: FFT vertex buffer with heat map (#391)#701
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FFT spectrum rendered as GPU vertex buffer with per-vertex colors. No uniforms — colors baked into vertex data for reliable cross-backend rendering (avoids mid-pass uniform update issues). Heat map gradient based on signal intensity: blue (weak) → cyan → green → yellow → red (strong) Fill gradient: intensity color at spectrum line fading to dark blue at the bottom. Fill alpha controlled by the existing fill slider. Eliminated drawSpectrum() from per-frame QPainter overlay. Static overlay (grid, scales, markers) uploaded only when dirty. CPU: 97% (QPainter) → 35% (Phase 2) → 28% (Phase 3). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Heat map toggle in Display overlay panel (defaults to ON) - ON: intensity gradient blue → cyan → green → yellow → red - OFF: solid color from color picker with fill slider alpha - Band plan rendered fully opaque — pre-blends segment color with dark background to simulate transparency without FFT fill bleed-through - FFT colors baked into vertex data (no uniforms) for reliable cross-backend rendering - Draw order: waterfall → FFT fill → FFT line → overlay (band plan on top) CPU: 97% (baseline) → 28% (Phase 3). 71% reduction. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
FFT spectrum rendering moved from QPainter overlay to GPU vertex buffer with per-vertex colors. Adds intensity heat map mode. CPU reduced from 35% (Phase 2) to 28% (Phase 3).
What Changed
drawSpectrum()removed from per-frame QPainter. Smoothed bins converted to(x, y, r, g, b, a)vertices, rendered as TriangleStrip (fill) + LineStrip (line)CPU Progression
Test plan
🤖 Generated with Claude Code