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OpenGL modernization: GLScope modernization #3
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@ -502,6 +502,10 @@ void GLScope::paintGL()
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|| (m_triggerChannel == ScopeVis::TriggerMagDb)
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)
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{
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float posLimit = 1.0 / m_amp1;
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float negLimit = -1.0 / m_amp1;
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#ifdef GL_DEPRECATED
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glPushMatrix();
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glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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glScalef(m_glScopeRect1.width(), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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@ -510,10 +514,7 @@ void GLScope::paintGL()
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//glEnable(GL_LINE_SMOOTH);
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glLineWidth(1.0f);
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glColor4f(0, 1, 0, 0.4);
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float posLimit = 1.0 / m_amp1;
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float negLimit = -1.0 / m_amp1;
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#ifdef GL_DEPRECATED
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glBegin(GL_LINE_LOOP);
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if ((m_triggerChannel == ScopeVis::TriggerChannelI)
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@ -528,53 +529,39 @@ void GLScope::paintGL()
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}
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glEnd();
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//glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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#else
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if ((m_triggerChannel == ScopeVis::TriggerChannelI)
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|| (m_triggerChannel == ScopeVis::TriggerMagLin)
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|| (m_triggerChannel == ScopeVis::TriggerMagDb))
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{
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if ((m_triggerLevelDis1 > negLimit) && (m_triggerLevelDis1 < posLimit))
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{
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GLfloat q3[] {
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0, m_triggerLevelDis1,
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1, m_triggerLevelDis1
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};
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#ifdef GL_ANDROID
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glEnableVertexAttribArray(GL_VERTEX_ARRAY);
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glVertexAttribPointer(GL_VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, q3);
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glDrawArrays(GL_LINES, 0, 2);
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glDisableVertexAttribArray(GL_VERTEX_ARRAY);
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#else
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, q3);
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glDrawArrays(GL_LINES, 0, 2);
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glDisableClientState(GL_VERTEX_ARRAY);
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#endif
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}
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float rectX = m_glScopeRect1.x();
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float rectY = m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0f;
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float rectW = m_glScopeRect1.width();
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float rectH = -(m_glScopeRect1.height() / 2.0f) * m_amp1;
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QVector4D color(0.0f, 1.0f, 0.0f, 0.4f);
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QMatrix4x4 mat;
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mat.setToIdentity();
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mat.translate(-1.0f + 2.0f * rectX, 1.0f - 2.0f * rectY);
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mat.scale(2.0f * rectW, -2.0f * rectH);
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m_glShaderSimple.drawSegments(mat, color, q3, 2);
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// glPushMatrix();
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// glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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// glScalef(m_glScopeRect1.width(), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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}
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#endif
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//glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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}
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// paint trace #1
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if(m_displayTrace->size() > 0)
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{
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glPushMatrix();
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glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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glScalef(m_glScopeRect1.width() * (float)m_timeBase / (float)(m_displayTrace->size() - 1), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glEnable(GL_LINE_SMOOTH);
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glLineWidth(1.0f);
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glColor4f(1, 1, 0.25f, m_displayTraceIntensity / 100.0);
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int start = (m_timeOfsProMill/1000.0) * m_displayTrace->size();
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int end = std::min(start + m_displayTrace->size()/m_timeBase, m_displayTrace->size());
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if(end - start < 2)
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start--;
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float posLimit = 1.0 / m_amp1;
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float negLimit = -1.0 / m_amp1;
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#ifdef GL_DEPRECATED
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glBegin(GL_LINE_STRIP);
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@ -611,6 +598,13 @@ void GLScope::paintGL()
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glEnd();
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#else
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{
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int start = (m_timeOfsProMill/1000.0) * m_displayTrace->size();
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int end = std::min(start + m_displayTrace->size()/m_timeBase, m_displayTrace->size());
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if(end - start < 2)
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start--;
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float posLimit = 1.0 / m_amp1;
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float negLimit = -1.0 / m_amp1;
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GLfloat q3[2*(end -start)];
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for (int i = start; i < end; i++)
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@ -642,22 +636,25 @@ void GLScope::paintGL()
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}
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}
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}
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#ifdef GL_ANDROID
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glEnableVertexAttribArray(GL_VERTEX_ARRAY);
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glVertexAttribPointer(GL_VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, q3);
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glDrawArrays(GL_LINE_STRIP, 0, end - start);
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glDisableVertexAttribArray(GL_VERTEX_ARRAY);
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#else
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, q3);
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glDrawArrays(GL_LINE_STRIP, 0, end - start);
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glDisableClientState(GL_VERTEX_ARRAY);
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#endif
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float rectX = m_glScopeRect1.x();
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float rectY = m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0f;
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float rectW = m_glScopeRect1.width() * (float)m_timeBase / (float)(m_displayTrace->size() - 1);
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float rectH = -(m_glScopeRect1.height() / 2.0f) * m_amp1;
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QVector4D color(1.0f, 1.0f, 0.25f, 0.4f);
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QMatrix4x4 mat;
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mat.setToIdentity();
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mat.translate(-1.0f + 2.0f * rectX, 1.0f - 2.0f * rectY);
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mat.scale(2.0f * rectW, -2.0f * rectH);
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m_glShaderSimple.drawPolyline(mat, color, q3, end -start);
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// glPushMatrix();
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// glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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// glScalef(m_glScopeRect1.width() * (float)m_timeBase / (float)(m_displayTrace->size() - 1), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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m_nbPow = end - start;
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}
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#endif
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//glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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}
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// Paint powers overlays
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