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OpenGL modernization: draw the histogram the new way
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@ -22,10 +22,10 @@
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#define INCLUDE_GUI_GLSHADERTEXTURED_H_
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#include <QString>
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#include <QOpenGLTexture>
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class QOpenGLShaderProgram;
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class QMatrix4x4;
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class QOpenGLTexture;
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class QImage;
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class GLShaderTextured
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@ -35,7 +35,7 @@ public:
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~GLShaderTextured();
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void initializeGL();
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void initTexture(const QImage& image);
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void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
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void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
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void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices);
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void cleanup();
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@ -166,13 +166,15 @@ private:
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QImage* m_histogramBuffer;
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quint8* m_histogram;
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quint8* m_histogramHoldoff;
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#ifdef GL_DEPRECATED
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bool m_histogramTextureAllocated;
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GLuint m_histogramTexture;
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QRectF m_glHistogramRect;
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#endif
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int m_histogramHoldoffBase;
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int m_histogramHoldoffCount;
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int m_histogramLateHoldoff;
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int m_histogramStroke;
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QRectF m_glHistogramRect;
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QMatrix4x4 m_glHistogramSpectrumMatrix;
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QMatrix4x4 m_glHistogramBoxMatrix;
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bool m_displayHistogram;
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@ -183,6 +185,7 @@ private:
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GLShaderTextured m_glShaderLeftScale;
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GLShaderTextured m_glShaderFrequencyScale;
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GLShaderTextured m_glShaderWaterfall;
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GLShaderTextured m_glShaderHistogram;
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int m_matrixLoc;
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int m_colorLoc;
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@ -18,7 +18,6 @@
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#include <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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#include <QOpenGLContext>
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#include <QOpenGLTexture>
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#include <QImage>
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#include <QMatrix4x4>
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#include <QVector4D>
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@ -61,7 +60,7 @@ void GLShaderTextured::initializeGL()
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m_program->release();
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}
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void GLShaderTextured::initTexture(const QImage& image)
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void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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if (m_texture) {
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delete m_texture;
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@ -71,7 +70,7 @@ void GLShaderTextured::initTexture(const QImage& image)
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m_texture->setMinificationFilter(QOpenGLTexture::Linear);
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m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
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m_texture->setWrapMode(QOpenGLTexture::Repeat);
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m_texture->setWrapMode(wrapMode);
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}
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void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
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@ -52,6 +52,7 @@ GLSpectrum::GLSpectrum(QWidget* parent) :
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m_leftMarginTextureAllocated(false),
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m_frequencyTextureAllocated(false),
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m_waterfallTextureAllocated(false),
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m_histogramTextureAllocated(false),
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#endif
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m_waterfallBuffer(NULL),
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m_waterfallTextureHeight(-1),
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@ -60,7 +61,6 @@ GLSpectrum::GLSpectrum(QWidget* parent) :
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m_histogramBuffer(NULL),
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m_histogram(NULL),
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m_histogramHoldoff(NULL),
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m_histogramTextureAllocated(false),
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m_displayHistogram(true),
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m_displayChanged(false)
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{
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@ -147,12 +147,12 @@ GLSpectrum::~GLSpectrum()
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delete[] m_histogramHoldoff;
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m_histogramHoldoff = NULL;
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}
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#ifdef GL_DEPRECATED
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if(m_histogramTextureAllocated) {
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makeCurrent();
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deleteTexture(m_histogramTexture);
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m_histogramTextureAllocated = false;
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}
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#ifdef GL_DEPRECATED
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if(m_leftMarginTextureAllocated) {
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deleteTexture(m_leftMarginTexture);
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m_leftMarginTextureAllocated = false;
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@ -515,6 +515,7 @@ void GLSpectrum::initializeGL()
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m_glShaderLeftScale.initializeGL();
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m_glShaderFrequencyScale.initializeGL();
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m_glShaderWaterfall.initializeGL();
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m_glShaderHistogram.initializeGL();
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}
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void GLSpectrum::resizeGL(int width, int height)
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@ -725,12 +726,13 @@ void GLSpectrum::paintGL()
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// paint histogram
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if(m_displayHistogram || m_displayMaxHold || m_displayCurrent)
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{
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glPushMatrix();
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glTranslatef(m_glHistogramRect.x(), m_glHistogramRect.y(), 0);
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glScalef(m_glHistogramRect.width(), m_glHistogramRect.height(), 1);
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if(m_displayHistogram)
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{
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#ifdef GL_DEPRECATED
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glPushMatrix();
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glTranslatef(m_glHistogramRect.x(), m_glHistogramRect.y(), 0);
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glScalef(m_glHistogramRect.width(), m_glHistogramRect.height(), 1);
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// import new lines into the texture
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quint32* pix;
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quint8* bs = m_histogram;
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@ -753,7 +755,7 @@ void GLSpectrum::paintGL()
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_fftSize, 100, GL_RGBA, GL_UNSIGNED_BYTE, m_histogramBuffer->scanLine(0));
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glEnable(GL_TEXTURE_2D);
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#ifdef GL_DEPRECATED
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2f(0, 0);
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@ -764,8 +766,30 @@ void GLSpectrum::paintGL()
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glTexCoord2f(0, 1);
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glVertex2f(0, 1);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glPopMatrix();
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#else
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{
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// import new lines into the texture
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quint32* pix;
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quint8* bs = m_histogram;
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for (int y = 0; y < 100; y++)
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{
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quint8* b = bs;
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pix = (quint32*)m_histogramBuffer->scanLine(99 - y);
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for (int x = 0; x < m_fftSize; x++)
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{
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*pix = m_histogramPalette[*b];
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pix++;
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b += 100;
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}
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bs++;
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}
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GLfloat vtx1[] = {
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0, 0,
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1, 0,
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@ -778,29 +802,13 @@ void GLSpectrum::paintGL()
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1, 1,
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0, 1
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};
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#ifdef GL_ANDROID
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glEnableVertexAttribArray(GL_VERTEX_ARRAY);
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glEnableVertexAttribArray(GL_TEXTURE_COORD_ARRAY);
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glVertexAttribPointer(GL_VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, vtx1);
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glVertexAttribPointer(GL_TEXTURE_COORD_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, tex1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(GL_VERTEX_ARRAY);
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glDisableVertexAttribArray(GL_TEXTURE_COORD_ARRAY);
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#else
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vtx1);
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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m_glShaderHistogram.subTexture(0, 0, m_fftSize, 100, m_histogramBuffer->scanLine(0));
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m_glShaderHistogram.drawSurface(m_glHistogramBoxMatrix, tex1, vtx1, 4);
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}
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#endif
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glDisable(GL_TEXTURE_2D);
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}
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glPopMatrix();
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// paint channels
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if(m_mouseInside)
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@ -1497,14 +1505,14 @@ void GLSpectrum::applyChanges()
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((float) 2 * (width() - leftMargin - rightMargin)) / (float) width(),
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(float) (-2*waterfallHeight) / (float) height()
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);
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#ifdef GL_DEPRACATED
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m_glHistogramRect = QRectF(
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(float)leftMargin / (float)width(),
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(float)histogramTop / (float)height(),
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(float)(width() - leftMargin - rightMargin) / (float)width(),
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(float)histogramHeight / (float)height()
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);
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#endif
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m_glHistogramBoxMatrix.setToIdentity();
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m_glHistogramBoxMatrix.translate(
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-1.0f + ((float)(2*leftMargin) / (float) width()),
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@ -1680,14 +1688,14 @@ void GLSpectrum::applyChanges()
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m_frequencyScale.setSize(width() - leftMargin - rightMargin);
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m_frequencyScale.setRange(Unit::Frequency, m_centerFrequency - m_sampleRate / 2, m_centerFrequency + m_sampleRate / 2);
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#ifdef GL_DEPRECATED
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m_glHistogramRect = QRectF(
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(float)leftMargin / (float)width(),
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(float)histogramTop / (float)height(),
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(float)(width() - leftMargin - rightMargin) / (float)width(),
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(float)(height() - topMargin - frequencyScaleHeight) / (float)height()
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);
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#endif
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m_glHistogramSpectrumMatrix.setToIdentity();
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m_glHistogramSpectrumMatrix.translate(
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-1.0f + ((float)(2*leftMargin) / (float) width()),
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@ -2005,11 +2013,11 @@ void GLSpectrum::applyChanges()
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glGenTextures(1, &m_waterfallTexture);
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m_waterfallTextureAllocated = true;
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}
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#endif
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if(!m_histogramTextureAllocated) {
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glGenTextures(1, &m_histogramTexture);
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m_histogramTextureAllocated = true;
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}
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#endif
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bool fftSizeChanged = true;
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@ -2072,9 +2080,14 @@ void GLSpectrum::applyChanges()
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}
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m_histogramBuffer = new QImage(m_fftSize, 100, QImage::Format_RGB32);
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if(m_histogramBuffer != NULL) {
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if(m_histogramBuffer != NULL)
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{
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m_histogramBuffer->fill(qRgb(0x00, 0x00, 0x00));
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} else {
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m_glShaderHistogram.initTexture(*m_histogramBuffer, QOpenGLTexture::ClampToEdge);
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}
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else
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{
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m_fftSize = 0;
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m_changesPending = true;
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return;
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@ -2085,22 +2098,24 @@ void GLSpectrum::applyChanges()
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m_histogramHoldoff = new quint8[100 * m_fftSize];
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memset(m_histogramHoldoff, 0x07, 100 * m_fftSize);
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#ifdef GL_DEPRECATED
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quint8* data = new quint8[m_fftSize * 100 * 4];
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memset(data, 0x00, m_fftSize * 100 * 4);
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glBindTexture(GL_TEXTURE_2D, m_histogramTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_fftSize, 100, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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delete[] data;
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#endif
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}
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if(fftSizeChanged || windowSizeChanged) {
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m_waterfallTextureHeight = waterfallHeight;
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#ifdef GL_DEPRECATED
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quint8* data = new quint8[m_fftSize * m_waterfallTextureHeight * 4];
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memset(data, 0x00, m_fftSize * m_waterfallTextureHeight * 4);
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#ifdef GL_DEPRECATED
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glBindTexture(GL_TEXTURE_2D, m_waterfallTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_fftSize, m_waterfallTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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#endif
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delete[] data;
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#endif
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m_waterfallTexturePos = 0;
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}
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}
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