mirror of
https://github.com/f4exb/sdrangel.git
synced 2024-11-09 01:56:05 -05:00
304 lines
7.3 KiB
C++
304 lines
7.3 KiB
C++
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///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2017 F4HKW //
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// for F4EXB / SDRAngel //
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// //
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// This program is free software; you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation as version 3 of the License, or //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License V3 for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////
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#include "glshaderarray.h"
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const QString GLShaderArray::m_strVertexShaderSourceArray = QString(
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"uniform highp mat4 uMatrix;\n"
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"attribute highp vec4 vertex;\n"
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"attribute highp vec2 texCoord;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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" texCoordVar = texCoord;\n"
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"}\n"
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);
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const QString GLShaderArray::m_strFragmentShaderSourceColored = QString(
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"uniform lowp sampler2D uTexture;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
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"}\n"
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);
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GLShaderArray::GLShaderArray()
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{
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m_objProgram=NULL;
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m_objImage = NULL;
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m_objTexture = NULL;
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m_intCols=0;
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m_intRows=0;
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m_blnInitialized=false;
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m_objCurrentRow=NULL;
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}
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GLShaderArray::~GLShaderArray()
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{
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Cleanup();
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}
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void GLShaderArray::InitializeGL(int intCols, int intRows)
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{
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QMatrix4x4 objQMatrix;
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m_blnInitialized=false;
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m_intCols=0;
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m_intRows=0;
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m_objCurrentRow=NULL;
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if(m_objProgram==NULL)
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{
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m_objProgram = new QOpenGLShaderProgram();
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if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, m_strVertexShaderSourceArray))
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{
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qDebug() << "GLShaderArray::initializeGL: error in vertex shader: " << m_objProgram->log();
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}
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if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, m_strFragmentShaderSourceColored))
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{
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qDebug() << "GLShaderArray::initializeGL: error in fragment shader: " << m_objProgram->log();
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}
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m_objProgram->bindAttributeLocation("vertex", 0);
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if (!m_objProgram->link())
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{
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qDebug() << "GLShaderArray::initializeGL: error linking shader: " << m_objProgram->log();
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}
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m_objProgram->bind();
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m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
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m_objProgram->setUniformValue(m_objTextureLoc, 0);
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m_objProgram->release();
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}
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m_objMatrixLoc = m_objProgram->uniformLocation("uMatrix");
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m_objTextureLoc = m_objProgram->uniformLocation("uTexture");
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m_objColorLoc = m_objProgram->uniformLocation("uColour");
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if(m_objTexture!=NULL)
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{
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delete m_objTexture;
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m_objTexture=NULL;
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}
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//Image container
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m_objImage = new QImage(intCols,intRows,QImage::Format_RGBA8888);
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m_objImage->fill(QColor(0,0,0));
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m_objTexture = new QOpenGLTexture(*m_objImage);
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m_objTexture->setMinificationFilter(QOpenGLTexture::Linear);
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m_objTexture->setMagnificationFilter(QOpenGLTexture::Linear);
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m_objTexture->setWrapMode(QOpenGLTexture::ClampToEdge);
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m_intCols = intCols;
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m_intRows = intRows;
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m_blnInitialized=true;
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}
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QRgb * GLShaderArray::GetRowBuffer(int intRow)
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{
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if(m_blnInitialized==false)
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{
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return NULL;
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}
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if(m_objImage==NULL)
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{
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return NULL;
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}
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if(intRow>m_intRows)
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{
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return NULL;
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}
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return (QRgb *)m_objImage->scanLine(intRow);
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}
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void GLShaderArray::RenderPixels(unsigned char *chrData)
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{
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QOpenGLFunctions *ptrF;
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int intI;
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int intJ;
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int intNbVertices=4;
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QMatrix4x4 objQMatrix;
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GLfloat arrVertices[] =
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{
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-1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, -1.0f
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};
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GLfloat arrTextureCoords[] =
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{
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f
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};
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QRgb *ptrLine;
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int intVal;
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if(m_blnInitialized==false)
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{
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return;
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}
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if(m_objImage==NULL)
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{
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return ;
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}
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if(chrData!=NULL)
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{
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for(intJ=0; intJ<m_intRows; intJ++)
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{
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ptrLine = (QRgb *)m_objImage->scanLine(intJ);
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for(intI=0; intI<m_intCols; intI ++)
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{
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intVal = (int)(*chrData);
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*ptrLine = qRgb(intVal,intVal,intVal);
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ptrLine ++;
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chrData ++;
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}
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}
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}
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//Affichage
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ptrF = QOpenGLContext::currentContext()->functions();
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m_objProgram->bind();
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m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
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m_objProgram->setUniformValue(m_objTextureLoc, 0);
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m_objTexture->bind();
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ptrF->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_intCols, m_intRows, GL_RGBA, GL_UNSIGNED_BYTE, m_objImage->bits());
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ptrF->glEnableVertexAttribArray(0); // vertex
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ptrF->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, arrVertices);
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ptrF->glEnableVertexAttribArray(1); // texture coordinates
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ptrF->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, arrTextureCoords);
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ptrF->glDrawArrays(GL_POLYGON, 0, intNbVertices);
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//cleanup
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ptrF->glDisableVertexAttribArray(0);
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ptrF->glDisableVertexAttribArray(1);
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//*********************//
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m_objTexture->release();
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m_objProgram->release();
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}
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void GLShaderArray::ResetPixels()
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{
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if(m_objImage!=NULL)
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{
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m_objImage->fill(0);
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}
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}
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void GLShaderArray::Cleanup()
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{
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m_blnInitialized=false;
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m_intCols=0;
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m_intRows=0;
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m_objCurrentRow=NULL;
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if (m_objProgram)
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{
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delete m_objProgram;
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m_objProgram = NULL;
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}
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if(m_objTexture!=NULL)
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{
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delete m_objTexture;
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m_objTexture=NULL;
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}
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if (m_objImage!=NULL)
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{
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delete m_objImage;
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m_objImage = NULL;
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}
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}
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bool GLShaderArray::SelectRow(int intLine)
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{
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bool blnRslt=false;
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if(m_blnInitialized)
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{
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if((intLine<m_intRows)
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&&(intLine>=0))
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{
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m_objCurrentRow=(QRgb *)m_objImage->scanLine(intLine);
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blnRslt=true;
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}
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else
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{
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m_objCurrentRow=NULL;
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}
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}
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return blnRslt;
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}
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bool GLShaderArray::SetDataColor(int intCol,QRgb objColor)
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{
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bool blnRslt=false;
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if(m_blnInitialized)
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{
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if((intCol<m_intCols)
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&&(intCol>=0)
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&&(m_objCurrentRow!=NULL))
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{
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m_objCurrentRow[intCol]=objColor;
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blnRslt=true;
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}
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}
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return blnRslt;
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}
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