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https://github.com/cjcliffe/CubicSDR.git
synced 2024-11-26 13:48:38 -05:00
Patch for OpenGL 1280 errors
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3657ce38bc
commit
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@ -141,7 +141,7 @@ void PrimaryGLContext::DrawDemodInfo(DemodulatorInstance *demod, float r, float
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glVertex3f(uxPos + ofs, hPos + labelHeight, 0.0);
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glVertex3f(uxPos + ofs, hPos + labelHeight, 0.0);
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glEnd();
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glEnd();
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glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor4f(r, g, b, 0.2);
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glColor4f(r, g, b, 0.2);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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@ -189,11 +189,10 @@ void PrimaryGLContext::DrawDemod(DemodulatorInstance *demod, float r, float g, f
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float uxPos = (float) (demod->getFrequency() - (center_freq - srate / 2)) / (float) srate;
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float uxPos = (float) (demod->getFrequency() - (center_freq - srate / 2)) / (float) srate;
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor4f(r, g, b, 0.6);
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glColor4f(r, g, b, 0.6);
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glBegin(GL_LINES);
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glBegin(GL_LINES);
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@ -210,7 +209,7 @@ void PrimaryGLContext::DrawDemod(DemodulatorInstance *demod, float r, float g, f
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glEnd();
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glEnd();
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glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor4f(r, g, b, 0.2);
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glColor4f(r, g, b, 0.2);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glVertex3f((uxPos - 0.5) * 2.0 - ofs, 1.0, 0.0);
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glVertex3f((uxPos - 0.5) * 2.0 - ofs, 1.0, 0.0);
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@ -267,7 +266,6 @@ void PrimaryGLContext::DrawDemod(DemodulatorInstance *demod, float r, float g, f
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getFont(PrimaryGLContext::GLFONT_SIZE16).drawString(demodStr, 2.0 * (uxPos - 0.5), -1.0 + hPos, 16, demodAlign, GLFont::GLFONT_ALIGN_CENTER);
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getFont(PrimaryGLContext::GLFONT_SIZE16).drawString(demodStr, 2.0 * (uxPos - 0.5), -1.0 + hPos, 16, demodAlign, GLFont::GLFONT_ALIGN_CENTER);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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}
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@ -286,11 +284,10 @@ void PrimaryGLContext::DrawFreqSelector(float uxPos, float r, float g, float b,
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srate = wxGetApp().getSampleRate();
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srate = wxGetApp().getSampleRate();
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}
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}
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor4f(r, g, b, 0.6);
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glColor4f(r, g, b, 0.6);
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glBegin(GL_LINES);
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glBegin(GL_LINES);
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@ -313,7 +310,6 @@ void PrimaryGLContext::DrawFreqSelector(float uxPos, float r, float g, float b,
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glEnd();
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glEnd();
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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}
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@ -3,91 +3,124 @@
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#include "CubicSDR.h"
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#include "CubicSDR.h"
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WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedContext) :
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WaterfallContext::WaterfallContext(WaterfallCanvas *canvas, wxGLContext *sharedContext) :
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PrimaryGLContext(canvas, sharedContext), waterfall(0), waterfall_tex(NULL), waterfall_lines(0), fft_size(0), activeTheme(NULL) {
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PrimaryGLContext(canvas, sharedContext), waterfall_lines(0), 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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waterfall_tex[i] = 0;
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}
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}
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}
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void WaterfallContext::Setup(int fft_size_in, int num_waterfall_lines_in) {
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void WaterfallContext::Setup(int fft_size_in, int num_waterfall_lines_in) {
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if (waterfall) {
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glDeleteTextures(1, &waterfall);
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waterfall = 0;
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}
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if (waterfall_tex) {
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delete waterfall_tex;
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}
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waterfall_lines = num_waterfall_lines_in;
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waterfall_lines = num_waterfall_lines_in;
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fft_size = fft_size_in;
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fft_size = fft_size_in;
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waterfall_tex = new unsigned char[fft_size * waterfall_lines];
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int half_fft_size = fft_size / 2;
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memset(waterfall_tex, 0, fft_size * waterfall_lines);
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for (int i = 0; i < 2; i++) {
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if (waterfall[i]) {
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glDeleteTextures(1, &waterfall[i]);
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waterfall[i] = 0;
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}
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if (waterfall_tex[i]) {
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delete waterfall_tex[i];
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}
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waterfall_tex[i] = new unsigned char[half_fft_size * waterfall_lines];
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memset(waterfall_tex[i], 0, half_fft_size * waterfall_lines);
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}
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}
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}
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void WaterfallContext::refreshTheme() {
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void WaterfallContext::refreshTheme() {
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, waterfall);
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glPixelTransferi(GL_MAP_COLOR, GL_TRUE);
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for (int i = 0; i < 2; i++) {
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glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getRed())[0]);
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glBindTexture(GL_TEXTURE_2D, waterfall[i]);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getGreen())[0]);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getBlue())[0]);
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glPixelTransferi(GL_MAP_COLOR, GL_TRUE);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_R, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getRed())[0]);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_G, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getGreen())[0]);
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glPixelMapfv(GL_PIXEL_MAP_I_TO_B, 256, &(ThemeMgr::mgr.currentTheme->waterfallGradient.getBlue())[0]);
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}
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}
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}
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void WaterfallContext::Draw(std::vector<float> &points) {
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void WaterfallContext::Draw(std::vector<float> &points) {
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if (!waterfall) {
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &waterfall);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glEnable(GL_TEXTURE_2D);
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if (!waterfall[0]) {
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glBindTexture(GL_TEXTURE_2D, waterfall);
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glGenTextures(2, waterfall);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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for (int i = 0; i < 2; i++) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glBindTexture(GL_TEXTURE_2D, waterfall[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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}
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if (activeTheme != ThemeMgr::mgr.currentTheme) {
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if (activeTheme != ThemeMgr::mgr.currentTheme) {
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refreshTheme();
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refreshTheme();
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activeTheme = ThemeMgr::mgr.currentTheme;
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activeTheme = ThemeMgr::mgr.currentTheme;
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}
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}
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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int half_fft_size = fft_size / 2;
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if (points.size()) {
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if (points.size()) {
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memmove(waterfall_tex + fft_size, waterfall_tex, (waterfall_lines - 1) * fft_size);
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for (int j = 0; j < 2; j++) {
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memmove(waterfall_tex[j] + half_fft_size, waterfall_tex[j], (waterfall_lines - 1) * half_fft_size);
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for (int i = 0, iMax = fft_size; i < iMax; i++) {
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for (int i = 0, iMax = half_fft_size; i < iMax; i++) {
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float v = points[i * 2 + 1];
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float v = points[(j * half_fft_size + i) * 2 + 1];
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float wv = v;
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float wv = v;
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if (wv < 0.0)
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if (wv < 0.0)
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wv = 0.0;
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wv = 0.0;
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if (wv > 0.99)
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if (wv > 0.99)
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wv = 0.99;
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wv = 0.99;
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waterfall_tex[i] = (unsigned char) floor(wv * 255.0);
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waterfall_tex[j][i] = (unsigned char) floor(wv * 255.0);
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}
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}
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}
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}
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}
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glEnable(GL_TEXTURE_2D);
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for (int i = 0; i < 2; i++) {
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glBindTexture(GL_TEXTURE_2D, waterfall[i]);
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glBindTexture(GL_TEXTURE_2D, waterfall);
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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[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex);
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}
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glColor3f(1.0, 1.0, 1.0);
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glColor3f(1.0, 1.0, 1.0);
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glBindTexture(GL_TEXTURE_2D, waterfall);
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glBindTexture(GL_TEXTURE_2D, waterfall[0]);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0);
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glTexCoord2f(0.0, 1.0);
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glVertex3f(-1.0, -1.0, 0.0);
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glVertex3f(-1.0, -1.0, 0.0);
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glTexCoord2f(1.0, 1.0);
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glTexCoord2f(1.0, 1.0);
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glVertex3f(0.0, -1.0, 0.0);
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glTexCoord2f(1.0, 0.0);
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glVertex3f(0.0, 1.0, 0.0);
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glTexCoord2f(0.0, 0.0);
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glVertex3f(-1.0, 1.0, 0.0);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, waterfall[1]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0);
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glVertex3f(0.0, -1.0, 0.0);
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glTexCoord2f(1.0, 1.0);
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glVertex3f(1.0, -1.0, 0.0);
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glVertex3f(1.0, -1.0, 0.0);
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glTexCoord2f(1.0, 0.0);
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glTexCoord2f(1.0, 0.0);
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glVertex3f(1.0, 1.0, 0.0);
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glVertex3f(1.0, 1.0, 0.0);
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glTexCoord2f(0.0, 0.0);
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glTexCoord2f(0.0, 0.0);
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glVertex3f(-1.0, 1.0, 0.0);
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glVertex3f(0.0, 1.0, 0.0);
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glEnd();
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_TEXTURE_2D);
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}
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}
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@ -15,8 +15,8 @@ public:
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void refreshTheme();
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void refreshTheme();
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private:
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private:
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GLuint waterfall;
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GLuint waterfall[2];
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unsigned char *waterfall_tex;
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unsigned char *waterfall_tex[2];
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int fft_size;
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int fft_size;
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int waterfall_lines;
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int waterfall_lines;
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