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OpenGL modernization: draw waterfall frame box teh new way
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@ -675,22 +675,25 @@ void GLSpectrum::paintGL()
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glPopMatrix();
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glPopMatrix();
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// draw rect around
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#ifdef GL_DEPRECATED
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glPushMatrix();
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glPushMatrix();
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glTranslatef(m_glWaterfallRect.x(), m_glWaterfallRect.y(), 0);
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glTranslatef(m_glWaterfallRect.x(), m_glWaterfallRect.y(), 0);
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glScalef(m_glWaterfallRect.width(), m_glWaterfallRect.height(), 1);
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glScalef(m_glWaterfallRect.width(), m_glWaterfallRect.height(), 1);
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// draw rect around
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(1.0f);
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glLineWidth(1.0f);
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glColor4f(1, 1, 1, 0.5);
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glColor4f(1, 1, 1, 0.5);
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#ifdef GL_DEPRECATED
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glBegin(GL_LINE_LOOP);
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glBegin(GL_LINE_LOOP);
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glVertex2f(1, 1);
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glVertex2f(1, 1);
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glVertex2f(0, 1);
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glVertex2f(0, 1);
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glVertex2f(0, 0);
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glVertex2f(0, 0);
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glVertex2f(1, 0);
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glVertex2f(1, 0);
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glEnd();
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glEnd();
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glDisable(GL_BLEND);
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glPopMatrix();
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#else
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#else
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{
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{
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GLfloat q3[] {
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GLfloat q3[] {
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@ -700,22 +703,11 @@ void GLSpectrum::paintGL()
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1, 0
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1, 0
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};
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};
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#ifdef GL_ANDROID
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QVector4D color(1.0f, 1.0f, 1.0f, 0.5f);
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glEnableVertexAttribArray(GL_VERTEX_ARRAY);
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m_glShaderSimple.drawContour(m_glWaterfallBoxMatrix, color, q3, 4);
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glVertexAttribPointer(GL_VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, q3);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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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_LOOP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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#endif
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}
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}
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#endif
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#endif
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glDisable(GL_BLEND);
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glPopMatrix();
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}
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}
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// paint histogram
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// paint histogram
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