PJS: treb missing

git-svn-id: https://projectm.svn.sourceforge.net/svnroot/projectm/personal/carm/dev-1.0@303 6778bc44-b910-0410-a7a0-be141de4315d
This commit is contained in:
psperl
2007-08-07 03:00:57 +00:00
parent add740788d
commit 276044c72d
4 changed files with 19 additions and 10 deletions

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@ -4,7 +4,7 @@ ADD_LIBRARY(projectM SHARED projectM.cpp projectM.hpp PBuffer.cpp PBuffer.hpp In
Param.cpp CustomWave.cpp CustomShape.hpp CustomShape.cpp Param.hpp CustomWave.hpp BeatDetect.hpp console_interface.h
Func.hpp Func.cpp Eval.cpp wipemalloc.h browser.cpp PerFrameEqn.cpp PerPointEqn.cpp editor.cpp fftsg.cpp glConsole.cpp console_interface.cpp
CValue.hpp Expr.hpp timer.cpp wipemalloc.cpp PerFrameEqn.hpp PerPixelEqn.hpp PerPointEqn.hpp browser.h BuiltinFuncs.hpp
BuiltinFuncs.cpp compare.h editor.h event.h fatal.h fftsg.h glConsole.h menu.h timer.h SplayNode.hpp BuiltinParams.hpp BuiltinParams.cpp Preset.hpp Renderer.cpp Renderer.hpp ParamUtils.hpp PresetLoader.cpp PresetLoader.hpp PresetChooser.hpp PresetChooser.cpp PresetFrameIO.cpp PresetFrameIO.hpp)
BuiltinFuncs.cpp compare.h editor.h event.h fatal.h fftsg.h glConsole.h timer.h SplayNode.hpp BuiltinParams.hpp BuiltinParams.cpp Preset.hpp Renderer.cpp Renderer.hpp ParamUtils.hpp PresetLoader.cpp PresetLoader.hpp PresetChooser.hpp PresetChooser.cpp PresetFrameIO.cpp PresetFrameIO.hpp)
OPTION(USE_FTGL "Use FTGL for on-screen fonts" ON)

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@ -158,6 +158,7 @@ public:
float time;
float bass;
float mid;
float treb;
float bass_att;
float mid_att;
float treb_att;

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@ -107,7 +107,7 @@ void Renderer::RenderFrame(PresetOutputs *presetOutputs, PresetInputs *presetInp
glEnable( GL_TEXTURE_2D );
if(this->renderTarget->usePbuffers)
{
{
glBindTexture( GL_TEXTURE_2D, renderTarget->textureID[1] );
}
else
@ -146,14 +146,14 @@ void Renderer::RenderFrame(PresetOutputs *presetOutputs, PresetInputs *presetInp
PerFrame(presetOutputs); //apply per-frame effects
Interpolation(presetOutputs,presetInputs); //apply per-pixel effects
draw_title_to_texture(); //draw title to texture
draw_title_to_texture(); //draw title to texture
// if(!this->renderTarget->usePbuffers)
{
draw_motion_vectors(presetOutputs); //draw motion vectors
}
draw_shapes(presetOutputs);
draw_custom_waves(presetOutputs);
draw_shapes(presetOutputs);
draw_custom_waves(presetOutputs);
draw_waveform(presetOutputs, presetInputs);
if(presetOutputs->bDarkenCenter)darken_center();
draw_borders(presetOutputs); //draw borders
@ -193,9 +193,9 @@ void Renderer::RenderFrame(PresetOutputs *presetOutputs, PresetInputs *presetInp
glViewport( 0, 0, this->vw, this->vh );
glClear( GL_COLOR_BUFFER_BIT );
if ( this->renderTarget ) {
glBindTexture( GL_TEXTURE_2D, this->renderTarget->textureID[0] );
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@ -252,7 +252,7 @@ void Renderer::Interpolation(PresetOutputs *presetOutputs, PresetInputs *presetI
#endif
}
#endif
for (x=0;x<presetInputs->gx - 1;x++){
glBegin(GL_TRIANGLE_STRIP);
for(y=0;y<presetInputs->gy;y++){

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@ -109,7 +109,7 @@ DLLEXPORT void projectM::renderFrame()
// assert(m_activePreset.get());
m_activePreset->evaluateFrame();
// printf("%f %d\n",Time,frame);
@ -121,6 +121,14 @@ DLLEXPORT void projectM::renderFrame()
DWRITE ( "=== bass_att: %f ===\n",
beatDetect->bass_att );
presetInputs.bass = beatDetect->bass;
presetInputs.mid = beatDetect->mid;
presetInputs.treb = beatDetect->treb;
presetInputs.bass_att = beatDetect->bass_att;
presetInputs.mid_att = beatDetect->mid_att;
presetInputs.treb_att = beatDetect->treb_att;
m_activePreset->evaluateFrame();
if ( renderer->noSwitch==0 )
{
nohard--;
@ -134,7 +142,7 @@ DLLEXPORT void projectM::renderFrame()
}
count++;
renderer->presetName = m_activePreset->absoluteFilePath();
// renderer->presetName = m_activePreset->absoluteFilePath();
renderer->RenderFrame ( &presetOutputs, &presetInputs );