#include #include #include #include #include #include #include #include #include static std::atomic terminate_dsp; static std::mutex waterfall_data_mutex; static int waterfall_width = 1600; static int waterfall_height = 700; static unsigned int waterfall_data[1600*700]; static void dsp_thread() { using namespace std::chrono_literals; int t = 0; while(!terminate_dsp) { t++; { std::lock_guard guard(waterfall_data_mutex); for(int y=0;y guard(waterfall_data_mutex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, waterfall_width, waterfall_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, waterfall_data); } ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f)); ImGui::SetNextWindowSize(io.DisplaySize); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::Begin("microsa", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize); ImGui::BeginTable("microsa", 2, ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable); ImGui::TableSetupColumn("", 0, 280.0); ImGui::TableSetupColumn("", 0, 1600.0); ImGui::TableNextColumn(); if(ImGui::Button("Exit")) exit = true; ImGui::TableNextColumn(); ImGui::Image((void*)(intptr_t)waterfall, ImVec2(waterfall_width, waterfall_height)); ImGui::EndTable(); ImGui::End(); ImGui::PopStyleVar(1); // Rendering ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glfwSwapBuffers(window); } return 0; }