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								///////////////////////////////////////////////////////////////////////////////////
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								// Copyright (C) 2016 Edouard Griffiths, F4EXB.                                  //
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								// Copyright (C) 2022 Jon Beniston, M7RCE                                        //
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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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								#ifndef INCLUDE_GUI_GLSHADERSPECTROGRAM_H_
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								#define INCLUDE_GUI_GLSHADERSPECTROGRAM_H_
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								#include <QString>
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								#include <QOpenGLTexture>
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								#include <QOpenGLFunctions>
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								#include "export.h"
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								#include "dsp/spectrumsettings.h"
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								class QOpenGLShaderProgram;
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								class QMatrix4x4;
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								class QImage;
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								class SDRGUI_API GLShaderSpectrogram : protected QOpenGLFunctions
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								{
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								public:
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								    GLShaderSpectrogram();
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								    ~GLShaderSpectrogram();
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								    void initializeGL(int majorVersion, int minorVersion);
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								    void initColorMapTexture(const QString &colorMapName);
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								    void initTexture(const QImage& image);
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								    void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
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								    void drawSurface(SpectrumSettings::SpectrogramStyle style, const QMatrix4x4& vertexTransform, float textureOffset, bool invert);
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								    void cleanup();
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								    void translateX(float distance);
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								    void translateY(float distance);
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								    void translateZ(float distance);
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								    void rotateX(float degrees);
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								    void rotateY(float degrees);
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								    void rotateZ(float degrees);
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								    void setScaleX(float factor);
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								    void setScaleY(float factor);
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								    void setScaleZ(float factor);
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								    void userScaleZ(float factor);
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								    void reset();
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								    void setAspectRatio(float aspectRatio);
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								    void verticalAngle(float degrees);
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								    void lightTranslateX(float distance);
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								    void lightTranslateY(float distance);
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								    void lightTranslateZ(float distance);
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								    void lightRotateX(float degrees);
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								    void lightRotateY(float degrees);
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								    void lightRotateZ(float degrees);
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								    void applyTransform(QMatrix4x4 &matrix);
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								    void applyPerspective(QMatrix4x4 &matrix);
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								private:
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								    void initColorMapTextureMutable(const QString &colorMapName);
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								    void initColorMapTextureImmutable(const QString &colorMapName);
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								    void initTextureImmutable(const QImage& image);
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								    void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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								    void initTextureMutable(const QImage& image);
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								    void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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								    bool useImmutableStorage();
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								    void initGrid(int elements);
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								    void setPerspective();
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								    QOpenGLShaderProgram *m_programShaded;
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								    QOpenGLShaderProgram *m_programSimple;
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								    QOpenGLTexture *m_texture;
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								    unsigned int m_textureId;
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								    QOpenGLTexture *m_colorMapTexture;
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								    unsigned int m_colorMapTextureId;
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								    float m_limit;
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								    QOpenGLShaderProgram *m_programForLocs;     // Which program the locations are for
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								    int m_coord2dLoc;
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								    int m_textureTransformLoc;
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								    int m_vertexTransformLoc;
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								    int m_dataTextureLoc;
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								    int m_limitLoc;
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								    int m_brightnessLoc;
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								    int m_colorMapLoc;
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								    int m_lightDirLoc;
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								    int m_lightPosLoc;
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								    bool m_useImmutableStorage;
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								    static const QString m_vertexShader2;
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								    static const QString m_vertexShader;
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								    static const QString m_geometryShader;
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								    static const QString m_fragmentShaderShaded;
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								    static const QString m_fragmentShaderSimple2;
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								    static const QString m_fragmentShaderSimple;
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								    QOpenGLVertexArrayObject *m_vao;
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								    QOpenGLBuffer *m_vertexBuf;
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								    QOpenGLBuffer *m_index0Buf;
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								    QOpenGLBuffer *m_index1Buf;
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								    float m_translateX;
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								    float m_translateY;
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								    float m_translateZ;
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								    float m_rotX;
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								    float m_rotY;
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								    float m_rotZ;
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								    float m_scaleX;
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								    float m_scaleY;
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								    float m_scaleZ;
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								    float m_userScaleZ;
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								    float m_verticalAngle;
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								    float m_aspectRatio;
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								    float m_lightTranslateX;
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								    float m_lightTranslateY;
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								    float m_lightTranslateZ;
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								    float m_lightRotX;
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								    float m_lightRotY;
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								    float m_lightRotZ;
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								    QMatrix4x4 m_perspective;
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								    int m_gridElements;
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								};
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								#endif /* INCLUDE_GUI_GLSHADERSPECTROGRAM_H_ */
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