* Noise not needed - F4 shows if shaders are compiled.
* Don't compile native presets by default in Visual Studio
* Debug / duplicate info
* Missed a debug native preset.
* Make texture errors more clear - we failed looking for multiple extensions.
* Move images from presets folder to textures folder
* Documented missing textures.
* Undo Visual Studio version bump.
* Renable NativePresetFactory (but the example native presets remain disabled)
* Comment
* Fixes / updates to audio device toggling.
* Stop crashing if there is no input microphone. Make fake audio dynamic so it can be enabled if there is no mic.
* Remove debug output.
* Document VC++ redist requirement.
* F4 missing from SDL help menu.
* Windows app instead of Console (no more cmd.exe pop-up when launching).
* Fullscreen for built-in settings.
* New icon (based on github and idle preset and consistent with Steam)
* Change language for loopback / audio changing.
* default fullscreen for built-in settings.
* Revert "Fullscreen for built-in settings."
This reverts commit b1936e76ab.
* Revert "default fullscreen for built-in settings."
This reverts commit ea89584174.
* Revert "9a9151b9"
* 9a9151b9
* fake_audio to fakeAudio
* Beat detect sensitivity fix.
* Default: 1.0
* ReadMe beat sensitivity min/max.
* Beat sensitivity from config or settings isn't initialized.
* Smarter position.
* Make PCMScale (vol_history) also impacted by beat_sensitivity.
* Enhance and clarify Hard Cuts and better separate beat sensitivity.
* Forgot one config.
* Consistency with defaults.
* Even more clear about the default for Beat Sensitivity.
* Supports Multiple pass2 renderings.
My application (Silent Radiance) added projectM visualizers, but I needed support for VR.
So I added Renderer::RenderFrameOnlyPass1 and Renderer::RenderFrameOnlyPass2
This allows an offset in the screen output so the same image can be rendered twice very quickly.
I could have rendered to a buffer externally.
This is fed into the Raylib VR in my application to add the fisheye effect.
* Added an example of the VR
* Added multiple screen renderings for VR
Added a new way of rendering that allows multiple pass2's to be done: one per screen.
This allows for a second screen output, and VR. In fact I am using this for VR where I need a left and right eye on the same screen.
In order to do this, I sometimes have to set the viewport not starting at the upper left of the screen.
Added renderFrameOnlyPass2 - and an optional pipeline can be passed - this would be a pipeline when there is a transition from one visual to another. This can be called once per eye.
Finally, renderFrameEndOnSeparatePasses cleans up, does the fps control, statistics, etc.
This alternate rendering is as possible:
Pipeline pipeline;
Pipeline *comboPipeline;
comboPipeline = renderFrameOnlyPass1(&pipeline);
for each eye:
renderFrameOnlyPass2(comboPipeline,xoffset,yoffset,eye);
Then
renderFrameEndOnSeparatePasses(comboPipeline);
for the accounting and releasing the mutex
* Removed the duplication of code for VR.
* Removed the duplication of code for VR.
* configure script to build libprojectM with NDK
Allows to cross compile libprojectM library using
Android's toolchain for an arm target.
Tested on Ubuntu.
* Android-NDK: Build .so as well as .a
* Adjust CPPFLAGS to make the .so actually usable
* WIP: crashes in trying to link egl
* Add libEGL to linking flags, so that libprojectM.so depends on libEGL.so
* configure-ndk: set install paths
By setting prefix, libdir and datarootdir it's possible to simply do
$ ./autogen.sh
$ ./configure-ndk
$ make -j`nproc` && make install-strip
to build the library, copy it and headers to the right place, and install
all presets as Android assets for inclusion in the apk.
* Let gradle include libc++_shared.so
No need to include this manually, better to let gradle pull in the
version from the NDK toolchain in use.
* Load jniwrapper
Get boring UnsatisfiedLinkError otherwise.
* Extract and use embedded preset assets
Now ProjectM will cycle through all available presets
based on default settings.
* Add precompiled preset assets
* Don't leak existing instance when creating new one
* A few minor Android build changes: use GLESv3 instead, do not try to build SDL under NDK
* Mark GLESv3 as required.
On some rockchip devices I tested on - only v2 is supported.
projectM fails on glGetSampler calls, since those are not implemented.
* Make Activity full screen
* Android:
- hook up basic audio
- start on a random preset
- switch presets on touch
* Android package rename
* Android: do not story a copy of all presets inside android app
After building the android app's dependecies using NDK,
`make install-strip` copies over the prebuilt libraries
as well as all the presets. Since they are stored in this
git repo, no need to store a copy.
I leave a few test presests in the app, in case someone
wants to try building the app without rebuilding the dependencies.
* Testing using AX_HAVE_QT for configuring Qt compilation instead of pkg-config
* cleanup
* get RCC too
* try MOC without CXXFLAGS?
* need qt5-default package
* readme, unfuck pulseaudio compile
* already have ax_have_qt.m4
* fixes to add RCC to ax_have_qt
Major updates to Makefiles, please report any build time issues!
Adding/updating makefiles for Qt, Jack, and Pulseadio implementations
* detect if we have libpulseaudio, libsdl2, and qt5 and if so just enable them automatically without the user having to.
* jack support, travis build with pa/jack/qt
* pass config opts
* test
* test
* test
* don't always enable sdl
* better libsdl2 detection
* hopefully fixed qt/pulse/jack makefiles
* oops
* travis
* fix jack subdir
* jack fixup
* jack makefile
* libsdl 1 for jack
* jack builds yay (qt version)
* testqt
* readme
* let's always build test
* let's always build test
* sdl2 for travis build test
* qt is required for jack/pulse