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https://github.com/cjcliffe/CubicSDR.git
synced 2026-06-01 21:54:39 -04:00
MSVC patches
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@@ -4,7 +4,11 @@
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#ifdef _WIN32
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#include <windows.h>
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#ifdef __MINGW32__
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#include <gl/wglext.h>
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#else
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#include "wglext.h"
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#endif
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extern PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglGetExtensionsStringEXT;
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extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
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@@ -3,7 +3,7 @@
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#include "CubicSDR.h"
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WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedContext) :
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PrimaryGLContext(canvas, sharedContext), waterfall_lines(0), fft_size(0), activeTheme(NULL) {
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PrimaryGLContext(canvas, sharedContext), waterfall_lines(0), waterfall_slice(NULL), fft_size(0), activeTheme(NULL) {
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for (int i = 0; i < 2; i++) {
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waterfall[i] = 0;
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}
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@@ -67,6 +67,11 @@ void WaterfallContext::Draw(std::vector<float> &points) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, half_fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex);
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}
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if (waterfall_slice != NULL) {
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delete waterfall_slice;
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}
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waterfall_slice = new unsigned char[half_fft_size];
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delete waterfall_tex;
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}
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@@ -76,18 +81,17 @@ void WaterfallContext::Draw(std::vector<float> &points) {
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}
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if (points.size()) {
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unsigned char waterfall_slice[2][half_fft_size];
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for (int j = 0; j < 2; j++) {
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for (int i = 0, iMax = half_fft_size; i < iMax; i++) {
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float v = points[(j * half_fft_size + i) * 2 + 1];
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float wv = v < 0 ? 0 : (v > 0.99 ? 0.99 : v);
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waterfall_slice[j][i] = (unsigned char) floor(wv * 255.0);
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waterfall_slice[i] = (unsigned char) floor(wv * 255.0);
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}
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glBindTexture(GL_TEXTURE_2D, waterfall[j]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, waterfall_ofs[j], half_fft_size, 1, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_slice[j]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, waterfall_ofs[j], half_fft_size, 1, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_slice);
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if (waterfall_ofs[j] == 0) {
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waterfall_ofs[j] = waterfall_lines;
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@@ -19,6 +19,7 @@ private:
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int waterfall_ofs[2];
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int fft_size;
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int waterfall_lines;
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unsigned char *waterfall_slice;
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ColorTheme *activeTheme;
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};
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