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			302 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			302 lines
		
	
	
		
			7.8 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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//                                                                               //
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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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#include "glshaderarray.h"
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const QString GLShaderArray::m_strVertexShaderSourceArray = 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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const QString GLShaderArray::m_strFragmentShaderSourceColored = 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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GLShaderArray::GLShaderArray()
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{
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    m_objProgram = 0;
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    m_objImage = 0;
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    m_objTexture = 0;
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    m_intCols = 0;
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    m_intRows = 0;
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    m_blnInitialized = false;
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    m_objCurrentRow = 0;
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    m_objTextureLoc = 0;
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    m_objColorLoc = 0;
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    m_objMatrixLoc = 0;
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}
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GLShaderArray::~GLShaderArray()
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{
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    Cleanup();
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}
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void GLShaderArray::InitializeGL(int intCols, int intRows)
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{
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    QMatrix4x4 objQMatrix;
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    m_blnInitialized = false;
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    m_intCols = 0;
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    m_intRows = 0;
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    m_objCurrentRow = 0;
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    if (m_objProgram == 0)
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    {
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        m_objProgram = new QOpenGLShaderProgram();
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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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        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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        m_objProgram->bindAttributeLocation("vertex", 0);
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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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        m_objProgram->bind();
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        m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
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        m_objProgram->setUniformValue(m_objTextureLoc, 0);
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        m_objProgram->release();
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    }
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    m_objMatrixLoc = m_objProgram->uniformLocation("uMatrix");
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    m_objTextureLoc = m_objProgram->uniformLocation("uTexture");
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    m_objColorLoc = m_objProgram->uniformLocation("uColour");
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    if (m_objTexture != 0)
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    {
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        delete m_objTexture;
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        m_objTexture = 0;
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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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    m_objTexture = new QOpenGLTexture(*m_objImage);
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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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    m_intCols = intCols;
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    m_intRows = intRows;
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    m_blnInitialized = true;
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}
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QRgb * GLShaderArray::GetRowBuffer(int intRow)
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{
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    if (m_blnInitialized == false)
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    {
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        return 0;
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    }
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    if (m_objImage == 0)
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    {
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        return 0;
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    }
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    if (intRow > m_intRows)
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    {
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        return 0;
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    }
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    return (QRgb *) m_objImage->scanLine(intRow);
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}
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void GLShaderArray::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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    QMatrix4x4 objQMatrix;
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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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    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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    QRgb *ptrLine;
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    int intVal;
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    if (m_blnInitialized == false)
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    {
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        return;
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    }
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    if (m_objImage == 0)
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    {
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        return;
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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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            for (intI = 0; intI < m_intCols; intI++)
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            {
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                intVal = (int) (*chrData);
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                *ptrLine = qRgb(intVal, intVal, intVal);
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                ptrLine++;
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                chrData++;
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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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    m_objProgram->bind();
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    m_objProgram->setUniformValue(m_objMatrixLoc, objQMatrix);
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    m_objProgram->setUniformValue(m_objTextureLoc, 0);
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    m_objTexture->bind();
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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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    ptrF->glEnableVertexAttribArray(0); // vertex
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    ptrF->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, arrVertices);
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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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    ptrF->glDrawArrays(GL_TRIANGLES, 0, intNbVertices);
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    //cleanup
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    ptrF->glDisableVertexAttribArray(0);
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    ptrF->glDisableVertexAttribArray(1);
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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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void GLShaderArray::ResetPixels()
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{
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    if (m_objImage != 0)
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    {
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        m_objImage->fill(0);
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    }
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}
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void GLShaderArray::Cleanup()
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{
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    m_blnInitialized = false;
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    m_intCols = 0;
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    m_intRows = 0;
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    m_objCurrentRow = 0;
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    if (m_objProgram)
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    {
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        delete m_objProgram;
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        m_objProgram = 0;
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    }
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    if (m_objTexture != 0)
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    {
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        delete m_objTexture;
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        m_objTexture = 0;
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    }
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    if (m_objImage != 0)
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    {
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        delete m_objImage;
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        m_objImage = 0;
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    }
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}
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bool GLShaderArray::SelectRow(int intLine)
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{
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    bool blnRslt = false;
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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 = 0;
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        }
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    }
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    return blnRslt;
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}
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bool GLShaderArray::SetDataColor(int intCol, QRgb objColor)
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{
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    bool blnRslt = false;
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    if (m_blnInitialized)
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    {
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        if ((intCol < m_intCols) && (intCol >= 0) && (m_objCurrentRow != 0))
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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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}
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