Commit Graph

1042 Commits

Author SHA1 Message Date
0227b7a61d Issue #872: Fix float overflow in plasma transition shader 2025-02-28 11:37:39 +01:00
fa67d837a5 Add user sprite functions to C API. 2025-02-27 16:57:03 +01:00
631573a4f0 Add user sprite proxy functions to ProjectM class. 2025-02-27 15:55:14 +01:00
9266716ef6 Implement user sprite manager and factory 2025-02-27 15:55:14 +01:00
760a4c9c95 Add Milkdrop user sprites 2025-02-27 15:55:14 +01:00
f0bad56ca1 Treat keys in FileParser case-insensitively
Presets and user sprites could use any casing for the keys, so we should also behave properly.
2025-02-27 15:55:14 +01:00
86164bece1 Remove misleading ToDo comments for title and sprite drawing. 2025-02-27 15:55:14 +01:00
5eb037efc1 Make shader resource file generation reusable 2025-02-27 15:55:14 +01:00
fbdb18b355 Move FileParser to main directory.
Makes it easier to reuse for loading sprites.
2025-02-27 15:55:13 +01:00
1ed2967e35 Add transition/blending progress to render context 2025-02-27 15:55:13 +01:00
458a63d8a5 Cache compiled static preset shaders 2025-02-27 15:55:13 +01:00
a2e9a91651 Add a global shader cache 2025-02-27 15:55:07 +01:00
9f47262a18 Add both long and short sampler names for random textures.
If a preset uses different long-form samplers for a single random slot, this will result in a failure, e.g. using both "sampler_rand00_something" and "sampler_rand00_else". As this also isn't supported by Milkdrop and would create a conflict situation, we don't care.
2024-12-16 17:49:16 +01:00
f2a0277ddd Fix texture loading if casing mismatches filename
Always use lower-case unqualified names to find and cache the actual textures.
2024-10-07 12:08:44 +02:00
1711511f36 Fixed variable using reserved word in vertex shader
OpenGL ES has a distance() function, and thus, the shader may fail to compile in some drivers, e.g. some Android releases.
2024-08-04 17:04:45 +02:00
4e9040f338 Properly check for uninitialized texture in CopyTexture class.
Before rendering the first frame, there is no output texture present in a preset, so we can't copy anything and should just skip that step.
2024-07-12 14:25:28 +02:00
f94f99d888 Make preset transitions use TimeKeeper instead of the system clock 2024-06-09 13:04:01 +02:00
2914d85ec3 Add API functions to set and retrieve frame times
Setting a custom frame time will result in stable animation speeds if projectM does not render at real-time speeds, e.g. while encoding a video from an audio file as fast as possible.
2024-06-09 12:51:35 +02:00
bd2b1ba9f4 Add API function to enable rendering to custom FBO IDs 2024-06-08 17:22:23 +02:00
b0cdf4de7b Add optional FBO ID parameter to render function.
This will allow external apps to pass in any custom FBO to render to. Defaults to 0, keeping previous behavior if not given.
2024-06-08 17:22:23 +02:00
91f329111f Hard-code internal noise texture format for GL Core profiles
glGetInternalformativ() also is an addition in OpenGL Core 4.2, which we don't officially support.
2024-05-13 17:55:26 +02:00
e538ccc615 Fix bug that prevents composite shader from being loaded
Happens in the rare cases if a preset has no warp shader
2024-03-19 23:14:10 +01:00
861c36e41b Scale and smooth samples for non-custom waveforms 2024-02-21 16:12:31 +01:00
3aa48a3f99 Modify NaN propagation for multiplication 2024-02-21 14:36:35 +01:00
0c27e8164a Mimic Milkdrop code when handling RGBA values outside [0.0, 1.0] 2024-02-21 14:12:33 +01:00
d6b6446ac9 Make sure easter egg value is >0.
Gaussian distribution requires the sigma value to be >0. If the value is too small, we just use the default 1.0 value.
2024-02-15 18:11:46 +01:00
1477664182 Move noise texture creation into MilkdropNoise class.
No need to create an instance of the class as all generators are static. Use std::vector instead of C-style pointers as pixel buffer.
2024-02-15 18:11:39 +01:00
2eb1e41f5f Pre-allocate vertex buffers for warp/comp meshes and borders 2024-02-12 16:39:18 +01:00
fcafa568cd Improve performance with vertex buffer updates
In wave/shape drawing code, we now preallocate the vertex buffer once for the maximum number of sides and only update the existing buffer instead of reallocating it over and over again. Trades a few KB of additional RAM for a good amount of drawing performance.

In the motion vector grid code, we only reallocate the buffer if we draw more vertices than in the previous draw call.

Also changed the drawing hint to GL_STREAM_DRAW, which is slightly better suited for this kind of usage (update once, draw once, repeat).

These changes should hopefully improve performance, especially when large numbers of custom shapes are drawn.
2024-02-12 15:14:16 +01:00
f22cc42a61 Added requested revision 2024-02-11 22:40:11 +01:00
0067e82f7e Fix various typos
Found via `codespell -q 3 -S "./vendor" -L ist`
2024-02-11 22:40:11 +01:00
d82c031671 Use PRJM_EVAL_F in ShapePerFrameContext 2024-02-09 20:30:42 -06:00
12db8d9b94 Fix buffer overrun in WaveformMath
32 excess samples were read from the preset state in waveform modes. Didn't have any noticeable impact, but we should clearly not read over the end of an array.
2024-02-09 21:37:58 +01:00
5c0d61cff7 Use renderContext for preset state time, frame, fps, progress 2024-02-06 16:41:31 -06:00
bd7d5574a2 Keep active preset running if loading fails.
Also don't cancel any transition in progress etc., so if the app retries with a different preset, we only smoothly transition to the new, working one.
2024-02-06 15:11:52 +01:00
c5ecad05db Format cleanup 2024-02-06 07:58:32 -06:00
0ea5bba3d7 WaveformAligner test fixes 2024-02-06 07:58:32 -06:00
305f78f177 Split WaveformAligner up into multiple testable methods 2024-02-06 07:58:32 -06:00
bd592bdb2e Rename WaveformAligner variables to be clearer, add comments 2024-02-06 07:58:32 -06:00
7c425f7469 WaveformAligner type refactor 2024-02-06 07:58:32 -06:00
0beb7a2d09 Relocated dll's to PROJECTM_BIN_DIR on Windows 2024-02-02 10:21:25 -06:00
60e5607877 Fixed a bug in TextureManager, failed to load textures if prefixes (fw_...) were used. 2024-02-02 15:08:05 +01:00
a1d300f48c Include cleanup, plus a few small code improvements.
Also removed empty FrameAudioData implementation file.
2024-02-02 15:08:05 +01:00
27f3308ac3 Remove utterly useless multithreading switch
Since we're using OpenGL, everything has to be done in the same thread anyways. Besides that, the actual "multithreading" implementation was basically starting an empty thread that did absolutely nothing, then wait synchronously for it to complete and join it on the next frame.
2024-02-02 15:08:04 +01:00
184766b2c8 pkgconfig fixes 2024-02-02 15:08:04 +01:00
df48f1bb07 Remove RandomNumberGenerators.hpp and replace the only invocation with std::normal_distribution 2024-02-02 15:08:04 +01:00
0789c54404 Remove unnecessary feature detections, move filesystem defines to config.h. 2024-02-02 15:08:04 +01:00
170f054860 Remove no longer used LLVM support code. 2024-02-02 15:08:04 +01:00
1513675c31 Remove no longer used omptl and OpenMP support.
Fixup: remove omtpl
2024-02-02 15:08:04 +01:00
7e45cbe1f9 Clean up minor warnings and code style
* Remove warnings for code in vendor folders
* Add pedantic and extra warnings in GCC only to projectM sources
* Rename ResetOpenGL to SetWindowSize
2024-02-01 11:27:10 -06:00