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			422 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			422 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////
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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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| // (at your option) any later version.                                           //
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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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| 
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| #include <QOpenGLContext>
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| 
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| #include "gui/glshadertvarray.h"
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| 
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| const QString GLShaderTVArray::m_strVertexShaderSourceArray2 = 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 GLShaderTVArray::m_strVertexShaderSourceArray = QString(
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|         "#version 330\n"
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|         "uniform highp mat4 uMatrix;\n"
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|         "in highp vec4 vertex;\n"
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|         "in highp vec2 texCoord;\n"
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|         "out 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 GLShaderTVArray::m_strFragmentShaderSourceColored2 = 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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| const QString GLShaderTVArray::m_strFragmentShaderSourceColored = QString(
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|         "#version 330\n"
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|         "uniform lowp sampler2D uTexture;\n"
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|         "in mediump vec2 texCoordVar;\n"
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|         "out vec4 fragColor;\n"
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|         "void main() {\n"
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|         "    fragColor = texture(uTexture, texCoordVar);\n"
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|         "}\n");
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| 
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| GLShaderTVArray::GLShaderTVArray(bool blnColor) :
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|     m_objProgram(nullptr),
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|     m_vao(nullptr),
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|     m_verticesBuf(nullptr),
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|     m_textureCoordsBuf(nullptr),
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|     m_matrixLoc(0),
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|     m_textureLoc(0),
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|     m_objImage(nullptr),
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|     m_objTexture(nullptr),
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|     m_intCols(0),
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|     m_intRows(0),
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|     m_objCurrentRow(nullptr),
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|     m_blnInitialized(false),
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|     m_blnColor(blnColor),
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|     m_blnAlphaBlend(false),
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|     m_blnAlphaReset(false)
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| {
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| }
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| 
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| GLShaderTVArray::~GLShaderTVArray()
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| {
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|     qDebug("GLShaderTVArray::~GLShaderTVArray");
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|     cleanup();
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| }
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| 
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| void GLShaderTVArray::initializeGL(int majorVersion, int minorVersion, int intCols, int intRows)
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| {
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|     QMatrix4x4 objQMatrix;
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| 
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|     m_blnInitialized = false;
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| 
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|     m_intCols = 0;
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|     m_intRows = 0;
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| 
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|     m_objCurrentRow = nullptr;
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| 
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|     if (!m_objProgram)
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|     {
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|         m_objProgram = new QOpenGLShaderProgram();
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|         if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
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|         {
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|             if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
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|                     m_strVertexShaderSourceArray))
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|             {
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|                 qDebug() << "GLShaderArray::initializeGL: error in vertex shader: "
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|                         << m_objProgram->log();
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|             }
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| 
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|             if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
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|                     m_strFragmentShaderSourceColored))
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|             {
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|                 qDebug()
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|                         << "GLShaderArray::initializeGL: error in fragment shader: "
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|                         << m_objProgram->log();
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|             }
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| 
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|             m_vao = new QOpenGLVertexArrayObject();
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|             m_vao->create();
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|             m_vao->bind();
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|         }
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|         else
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|         {
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|             if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
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|                     m_strVertexShaderSourceArray2))
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|             {
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|                 qDebug() << "GLShaderArray::initializeGL: error in vertex shader: "
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|                         << m_objProgram->log();
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|             }
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| 
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|             if (!m_objProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
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|                     m_strFragmentShaderSourceColored2))
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|             {
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|                 qDebug()
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|                         << "GLShaderArray::initializeGL: error in fragment shader: "
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|                         << m_objProgram->log();
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|             }
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|         }
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| 
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|         m_objProgram->bindAttributeLocation("vertex", 0);
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| 
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|         if (!m_objProgram->link())
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|         {
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|             qDebug() << "GLShaderArray::initializeGL: error linking shader: "
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|                     << m_objProgram->log();
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|         }
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| 
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|         m_objProgram->bind();
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|         m_objProgram->setUniformValue(m_matrixLoc, objQMatrix);
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|         m_objProgram->setUniformValue(m_textureLoc, 0);
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|         if (m_vao)
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|         {
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|             m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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|             m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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|             m_verticesBuf->create();
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|             m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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|             m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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|             m_textureCoordsBuf->create();
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|             m_vao->release();
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|         }
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|         m_objProgram->release();
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|     }
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| 
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|     m_matrixLoc = m_objProgram->uniformLocation("uMatrix");
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|     m_textureLoc = m_objProgram->uniformLocation("uTexture");
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| 
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|     if (m_objTexture)
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|     {
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|         delete m_objTexture;
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|         m_objTexture = nullptr;
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|     }
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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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| 
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|     m_objTexture = new QOpenGLTexture(*m_objImage);
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|     //m_objTexture->setFormat(QOpenGLTexture::RGBA8_UNorm); avoids OpenGL warning and in fact is useless
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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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| 
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|     m_intCols = intCols;
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|     m_intRows = intRows;
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| 
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|     m_blnInitialized = true;
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| 
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| }
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| 
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| QRgb *GLShaderTVArray::GetRowBuffer(int intRow)
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| {
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|     if (!m_blnInitialized) {
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|         return nullptr;
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|     }
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| 
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|     if (!m_objImage) {
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|         return nullptr;
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|     }
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| 
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|     if (intRow > m_intRows) {
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|         return nullptr;
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|     }
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| 
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|     return (QRgb *) m_objImage->scanLine(intRow);
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| }
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| 
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| void GLShaderTVArray::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 = 6;
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| 
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|     QMatrix4x4 objQMatrix;
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| 
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|     GLfloat arrVertices[] =
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|     // 2 3
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|     // 1 4
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|     //1             2            3           3           4            1
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|     { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
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| 
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|     GLfloat arrTextureCoords[] =
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|     // 1 4
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|     // 2 3
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|     //1           2           3           3           4           1
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|     { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
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| 
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|     QRgb *ptrLine;
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|     int intVal;
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| 
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|     if (!m_blnInitialized) {
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|         return;
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|     }
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| 
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|     if (!m_objImage) {
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|         return;
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|     }
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| 
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|     if (chrData != 0)
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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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| 
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|             for (intI = 0; intI < m_intCols; intI++)
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|             {
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|                 if (m_blnColor)
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|                 {
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|                     *ptrLine = qRgb((int) (*(chrData+2)), (int) (*(chrData+1)), (int) (*chrData));
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|                     chrData+=3;
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|                 }
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|                 else
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|                 {
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|                     intVal = (int) (*chrData);
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|                     *ptrLine = qRgb(intVal, intVal, intVal);
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|                     chrData++;
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|                 }
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| 
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|                 ptrLine++;
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|             }
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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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| 
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|     m_objProgram->bind();
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| 
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|     m_objProgram->setUniformValue(m_matrixLoc, objQMatrix);
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|     m_objProgram->setUniformValue(m_textureLoc, 0);
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| 
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|     if (m_blnAlphaReset)
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|     {
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|         ptrF->glClear(GL_COLOR_BUFFER_BIT);
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|         m_blnAlphaReset = false;
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|     }
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| 
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|     if (m_blnAlphaBlend)
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|     {
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|         ptrF->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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|         ptrF->glEnable(GL_BLEND);
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|     }
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|     else
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|     {
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|     	ptrF->glDisable(GL_BLEND);
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|     }
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| 
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|     m_objTexture->bind();
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| 
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|     ptrF->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_intCols, m_intRows, GL_RGBA,
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|             GL_UNSIGNED_BYTE, m_objImage->bits());
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| 
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|     if (m_vao)
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|     {
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|         m_vao->bind();
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| 
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|         m_verticesBuf->bind();
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|         m_verticesBuf->allocate(arrVertices, intNbVertices * 2 * sizeof(GL_FLOAT));
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|         m_objProgram->enableAttributeArray(0);
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|         m_objProgram->setAttributeBuffer(0, GL_FLOAT, 0, 2);
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| 
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|         m_textureCoordsBuf->bind();
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|         m_textureCoordsBuf->allocate(arrTextureCoords, intNbVertices * 2 * sizeof(GL_FLOAT));
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|         m_objProgram->enableAttributeArray(1);
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|         m_objProgram->setAttributeBuffer(1, GL_FLOAT, 0, 2);
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|     }
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|     else
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|     {
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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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| 
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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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|     }
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| 
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|     ptrF->glDrawArrays(GL_TRIANGLES, 0, intNbVertices);
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| 
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|     //cleanup
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|     if (m_vao)
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|     {
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|         m_vao->release();
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|     }
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|     else
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|     {
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|         ptrF->glDisableVertexAttribArray(0);
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|         ptrF->glDisableVertexAttribArray(1);
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|     }
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| 
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|     //*********************//
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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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| 
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| void GLShaderTVArray::ResetPixels()
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| {
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|     if (m_objImage) {
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|         m_objImage->fill(0);
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|     }
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| }
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| 
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| void GLShaderTVArray::ResetPixels(int alpha)
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| {
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|     if (m_objImage) {
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|         m_objImage->fill(qRgba(0, 0, 0, alpha));
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|     }
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| }
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| 
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| void GLShaderTVArray::cleanup()
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| {
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|     m_blnInitialized = false;
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| 
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|     m_intCols = 0;
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|     m_intRows = 0;
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| 
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|     m_objCurrentRow = nullptr;
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| 
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| 	if (!QOpenGLContext::currentContext()) {
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| 		return;
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| 	}
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| 
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|     if (m_objProgram)
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|     {
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|         delete m_objProgram;
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|         m_objProgram = nullptr;
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|     }
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| 
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|     if (m_objTexture)
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|     {
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|         delete m_objTexture;
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|         m_objTexture = nullptr;
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|     }
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| 
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|     if (m_objImage)
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|     {
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|         delete m_objImage;
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|         m_objImage = nullptr;
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|     }
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| 
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|     delete m_verticesBuf;
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|     m_verticesBuf = nullptr;
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|     delete m_textureCoordsBuf;
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|     m_textureCoordsBuf = nullptr;
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|     delete m_vao;
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|     m_vao = nullptr;
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| }
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| 
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| bool GLShaderTVArray::SelectRow(int intLine)
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| {
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|     bool blnRslt = false;
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| 
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|     if (m_blnInitialized)
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|     {
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|         if ((intLine < m_intRows) && (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 = nullptr;
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|         }
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|     }
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| 
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|     return blnRslt;
 | |
| }
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| 
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| bool GLShaderTVArray::SetDataColor(int intCol, QRgb objColor)
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| {
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|     bool blnRslt = false;
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| 
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|     if (m_blnInitialized)
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|     {
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|         if ((intCol < m_intCols) && (intCol >= 0) && m_objCurrentRow)
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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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