Commit Graph

104 Commits

Author SHA1 Message Date
06b776ad7e Update README.md 2021-05-27 13:44:06 +03:00
1a407a8544 Update README.md 2021-04-05 13:46:44 +03:00
636149482c Mac enable glText (#472)
* Enable text for SDL app on mac

* fix screenshots

* brew readme

* wip
2021-02-28 19:09:31 +02:00
070a6afef2 brew readme 2021-02-27 14:13:31 +02:00
c435012d3e Don't go on IRC 2021-02-16 20:29:54 +02:00
d85d41b69c Update README.md (#420) 2020-09-30 22:56:59 +03:00
f509b8e5e7 Document 2020-09-01 10:20:27 +04:00
038daa9f9a README update 2020-08-13 23:11:55 +04:00
2eeb6ad56b Merge branch 'master' into preset_file_manager 2020-08-11 20:34:11 +04:00
d47d0392ed space 2020-08-09 16:25:23 +04:00
8c1cbbfd0c Documentation update 2020-08-09 16:11:37 +04:00
78304318ea Update README.md
Changed Android link to the ad-free free version.  Linking to the paid version is probably the wrong thing to do.
2020-08-04 22:18:03 -04:00
1af5a19d80 Update README.md
Co-authored-by: Mischa Spiegelmock <me@mish.dev>
2020-07-31 23:12:06 +04:00
7144ba39bf Update README.md
Co-authored-by: Mischa Spiegelmock <me@mish.dev>
2020-07-31 23:11:58 +04:00
b8551a9696 Update README.md
Co-authored-by: Mischa Spiegelmock <me@mish.dev>
2020-07-31 23:11:52 +04:00
133b8dd811 Update README.md
Co-authored-by: Mischa Spiegelmock <me@mish.dev>
2020-07-31 23:11:45 +04:00
b36fd11276 Again 2020-07-31 22:58:03 +04:00
48c4a71558 markdown newb 2020-07-31 22:54:13 +04:00
c96ea24879 Minor change 2020-07-31 22:51:33 +04:00
72301e1af1 Merge xbox/windows phone. 2020-07-31 22:50:51 +04:00
e1ab5a96cb Restructure OS / Download 2020-07-31 22:48:06 +04:00
28c9a229a7 Merge pull request #388 from milkdropper/more-toast
More Toasts - hard cut / soft cut clarification.
2020-07-29 22:25:18 +04:00
aa1d44809b Transition makes more sense to new users than hardcut/softcut. Also trying to force appveyor to not break. 2020-07-29 21:46:08 +04:00
cfc1f2b169 Documentation was wrong. Hard cut is default (as it should be IMO). 2020-07-28 23:12:30 +04:00
c5533e3efe Little things (#368)
* 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
2020-07-28 22:05:35 +03:00
f3e4d8609a ok let's try discord 2020-07-27 10:17:49 +03:00
758348f25a Beat sensitivity implemented (#348)
* 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.
2020-05-15 17:49:28 +03:00
a24dcca470 Display status (#347)
* Display some useful stats.

* Document F4 key in README
2020-05-07 23:31:44 +03:00
2eca198f26 format 2020-03-08 10:37:58 +02:00
f9895b15e9 update version, add keybindings to readme 2020-03-08 10:33:47 +02:00
bcc89d8447 readme 2019-11-16 07:37:07 +02:00
9ea9a7cc4e link to coast's 41k preset cleaned up pack 2019-11-12 04:20:23 +11:00
5214d3732f Link to 52k preset megapack 2019-11-10 10:40:05 +11:00
ede05c6596 Revert "Added backers and sponsors on the README"
This reverts commit a9bf984e54.
2019-10-25 18:35:33 -04:00
92225c9d72 Update README.md 2019-10-25 18:20:31 -04:00
d7c388859e Update README.md 2019-10-25 18:18:59 -04:00
293d8164d7 Update README.md (#250) 2019-10-13 14:35:40 +03:00
e8c3a363a3 typo correction in README.me 2019-08-18 07:19:11 -04:00
c65744b468 Update README.md 2019-07-23 09:29:21 +03:00
14f21b10bb Update README.md 2019-07-23 09:27:15 +03:00
216a7f9c7a Update README.md 2019-06-20 20:31:03 +03:00
5423d62bde Update README.md 2019-05-17 12:48:59 -04:00
cb75c39069 Update README.md
Windows link
2019-05-04 21:09:29 +03:00
219a250dcd Added VR/Multiple screen support (#201)
* 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.
2019-04-29 01:11:18 +03:00
db4da3f1e9 Use real input on Win/SDL (#194)
* Remove FAKE_AUDIO define on Windows

* Update documentation for Windows

* Update readme info for Windows, extract building guide to BUILDING.md
2019-04-16 18:28:24 +03:00
87e16c14aa projectM Android native build (#191)
* 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.
2019-04-11 16:58:30 +02:00
b7152b2b42 readme note about autogen 2019-03-14 20:56:19 +02:00
bcc372464b AX_HAVE_QT for configuring Qt compilation (#167)
* 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
2019-03-02 21:39:38 +02:00
23d60d21a4 Makefile: qt / jack / pulseaudio (#163)
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
2019-02-28 15:17:35 +02:00
9d82515a9b xcode cleanup 2019-01-01 13:27:57 +02:00