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https://github.com/AlexandreRouma/SDRPlusPlus.git
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Bugfix + linux support
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43f6802199
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@ -7,7 +7,21 @@ if (MSVC)
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include_directories(sdrpp "C:/Program Files/PothosSDR/include/volk/")
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include_directories(sdrpp "C:/Program Files/PothosSDR/include/volk/")
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include_directories(sdrpp "C:/Program Files/PothosSDR/include/")
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include_directories(sdrpp "C:/Program Files/PothosSDR/include/")
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else()
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else()
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set(CMAKE_CXX_FLAGS "-O3 -std=c++17")
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set(CMAKE_CXX_FLAGS "-O3 -std=c++17 -fsanitize=address")
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include_directories(sdrpp "/usr/include/volk")
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link_libraries(pthread)
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link_libraries(GL)
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link_libraries(GLEW)
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# GLFW3
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link_libraries(glfw)
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# FFTW3
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link_libraries(fftw3)
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link_libraries(fftw3f)
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# PortAudio
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link_libraries(portaudio)
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endif (MSVC)
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endif (MSVC)
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link_libraries(volk)
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link_libraries(volk)
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@ -38,19 +52,6 @@ if (MSVC)
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# PortAudio
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# PortAudio
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find_package(portaudio CONFIG REQUIRED)
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find_package(portaudio CONFIG REQUIRED)
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target_link_libraries(sdrpp PRIVATE portaudio portaudio_static)
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target_link_libraries(sdrpp PRIVATE portaudio portaudio_static)
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else()
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# Glew
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link_libraries(glew)
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# GLFW3
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link_libraries(glfw)
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# FFTW3
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link_libraries(fftw)
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link_libraries(fftwf)
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# PortAudio
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link_libraries(portaudio)
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endif (MSVC)
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endif (MSVC)
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@ -2,6 +2,7 @@
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#include <condition_variable>
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#include <condition_variable>
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#include <algorithm>
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#include <algorithm>
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#include <math.h>
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#include <math.h>
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#include <string.h>
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#define STREAM_BUF_SZ 1000000
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#define STREAM_BUF_SZ 1000000
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@ -388,6 +388,8 @@ namespace ImGui {
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for (int i = 0; i < WATERFALL_RESOLUTION; i++) {
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for (int i = 0; i < WATERFALL_RESOLUTION; i++) {
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int lowerId = floorf(((float)i / (float)WATERFALL_RESOLUTION) * colorCount);
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int lowerId = floorf(((float)i / (float)WATERFALL_RESOLUTION) * colorCount);
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int upperId = ceilf(((float)i / (float)WATERFALL_RESOLUTION) * colorCount);
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int upperId = ceilf(((float)i / (float)WATERFALL_RESOLUTION) * colorCount);
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lowerId = std::clamp<int>(lowerId, 0, colorCount - 1);
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upperId = std::clamp<int>(upperId, 0, colorCount - 1);
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float ratio = (((float)i / (float)WATERFALL_RESOLUTION) * colorCount) - lowerId;
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float ratio = (((float)i / (float)WATERFALL_RESOLUTION) * colorCount) - lowerId;
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float r = (colors[lowerId][0] * (1.0f - ratio)) + (colors[upperId][0] * (ratio));
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float r = (colors[lowerId][0] * (1.0f - ratio)) + (colors[upperId][0] * (ratio));
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float g = (colors[lowerId][1] * (1.0f - ratio)) + (colors[upperId][1] * (ratio));
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float g = (colors[lowerId][1] * (1.0f - ratio)) + (colors[upperId][1] * (ratio));
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