forked from sdr/sdrangelove
use a single glBegin/glEnd in spectrum and scope
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eb6ab41720
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dcfc4ed31c
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@ -203,25 +203,18 @@ void GLScope::paintGL()
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int end = start + m_trace.size() / m_timeStep;
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if(end - start < 2)
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start--;
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float prev = m_trace[start].real();
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float posLimit = 1.0 / m_amp;
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float negLimit = -1.0 / m_amp;
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if(prev > posLimit)
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prev = posLimit;
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else if(prev < negLimit)
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prev = negLimit;
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for(int i = start + 1; i < end; i++) {
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glBegin(GL_LINE_STRIP);
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for(int i = start; i < end; i++) {
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float v = m_trace[i].real();
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if(v > posLimit)
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v = posLimit;
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else if(v < negLimit)
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v = negLimit;
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glBegin(GL_LINE_LOOP);
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glVertex2f(i - 1 - start, prev);
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glVertex2f(i - start, v);
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glEnd();
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prev = v;
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}
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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}
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@ -297,25 +290,18 @@ void GLScope::paintGL()
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int end = start + m_trace.size() / m_timeStep;
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if(end - start < 2)
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start--;
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float prev = m_trace[start].imag();
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float posLimit = 1.0 / m_amp;
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float negLimit = -1.0 / m_amp;
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if(prev > posLimit)
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prev = posLimit;
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else if(prev < negLimit)
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prev = negLimit;
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for(int i = start + 1; i < end; i++) {
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glBegin(GL_LINE_STRIP);
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for(int i = start; i < end; i++) {
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float v = m_trace[i].imag();
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if(v > posLimit)
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v = posLimit;
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else if(v < negLimit)
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v = negLimit;
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glBegin(GL_LINE_LOOP);
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glVertex2f(i - 1 - start, prev);
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glVertex2f(i - start, v);
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glEnd();
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prev = v;
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}
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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}
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@ -532,25 +532,18 @@ void GLSpectrum::paintGL()
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LINE_SMOOTH);
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glLineWidth(1.0f);
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glColor4f(1, 1, 1, 0.5f);
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glColor4f(1, 1, 1, 0.75f);
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Real bottom = -m_powerRange;
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Real prev = m_liveSpectrum[0] - m_referenceLevel;
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if(prev > 0)
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prev = 0;
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else if(prev < bottom)
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prev = bottom;
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for(int i = 1; i < m_fftSize; i++) {
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glBegin(GL_LINE_STRIP);
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for(int i = 0; i < m_fftSize; i++) {
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Real v = m_liveSpectrum[i] - m_referenceLevel;
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if(v > 0)
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v = 0;
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else if(v < bottom)
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v = bottom;
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glBegin(GL_LINE_LOOP);
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glVertex2f(i - 1, prev);
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glVertex2f(i, v);
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glEnd();
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prev = v;
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}
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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}
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