Commit Graph

2431 Commits

Author SHA1 Message Date
ecf6e0d131 build all platforms for windows store 2019-05-23 16:57:15 -04:00
fd935774f6 experimental presets 2019-05-23 16:57:15 -04:00
5423d62bde Update README.md 2019-05-17 12:48:59 -04:00
0f4e61ce33 Include all presets into windows universal package 2019-05-17 12:25:28 -04:00
fdc5bf709c Add NSMicrophoneUsageDescription for macOS - required to capture audio input 2019-05-11 22:41:46 +03:00
256caedf82 remove Cg framework 2019-05-11 19:16:47 +03:00
d9fb429abd GLSL and emscripten - JavaScript and WebGL support (#92)
* add glm lib in vendor folder

* fix makefile

* add more help and context to emscripten readme

* add correct output parameter to emcc

* add how to restart the process to the readme

* simplify emscripten compilation

* apply patch

* fix blur shaders to work with WebGL
2019-05-11 19:07:49 +03:00
3818e5784d update xbox app 2019-05-06 19:11:00 -04:00
c9b73aaae6 cleanup more preset names 2019-05-06 19:07:40 -04:00
aed2f1a04b filters 2019-05-06 18:47:52 -04:00
26e4ebdd34 presets_bltc201 2019-05-06 18:45:31 -04:00
97b6021d4e adjust presetURL to enable nested folders 2019-05-06 17:03:28 -04:00
fce9693bf2 fixup additional preset names 2019-05-06 16:08:15 -04:00
1d5c69960d Update WASAPICapture.cpp
rework audio sampler
2019-05-06 15:59:36 -04:00
f8b0fafffb Update EyeTune.WindowsUniversal.Application.vcxproj
deploy images to correct folder
2019-05-06 15:53:35 -04:00
8e9e3b927d update destination folder 2019-05-06 15:44:55 -04:00
fb098a682d fixup and include tryprtonaut presets in store 2019-05-06 15:33:22 -04:00
18a0473e2b try to bundle all tryptonaut presets 2019-05-06 15:14:39 -04:00
df2994a2e5 Update EyeTune.WindowsUniversal.Application.vcxproj 2019-05-06 15:08:52 -04:00
218493e17b fixup EoS art signatures 2019-05-06 15:02:59 -04:00
8d4ef90d8e update bundled presets with UWP app 2019-05-06 14:26:13 -04:00
29bcd7a6a7 Update .appveyor.yml 2019-05-06 13:50:04 -04:00
bcc11c32f9 WindowsUniversal Application continuous integration 2019-05-06 13:36:03 -04:00
60f58eb510 Update AUTHORS.txt 2019-05-05 11:11:10 -04:00
cb75c39069 Update README.md
Windows link
2019-05-04 21:09:29 +03:00
ce1e44be8b update / release new bundle to windows store 2019-05-03 16:03:03 -04:00
610489ff10 update presets included with windows store app 2019-05-03 15:56:32 -04:00
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
c0d20630d1 Update projectM.WindowsUniversal.SharedLibrary.vcxproj 2019-04-26 16:10:10 -04:00
ed8b6853bc Update EyeTune.WindowsUniversal.Application.vcxproj 2019-04-26 16:10:05 -04:00
99e11180fe Update EyeTune.Shared.vcxitems 2019-04-26 16:10:01 -04:00
b6c66e7b01 EyeTune for Xbox and Windows Store
src for UWP app
2019-04-26 15:52:12 -04:00
9b5aea3f89 Create .gitignore 2019-04-26 15:45:35 -04:00
33cb7026bd modify for WINRT support 2019-04-26 14:57:58 -04:00
4074fd138a Update BUILDING.md 2019-04-26 09:28:57 -04:00
dcf1d50bff 4 commits (#197)
* Remove linkage to SDL

* Fix projectM-jack binary name

* delete generated files

* Also delete generated files in pulseaudio
2019-04-26 00:34:43 +03:00
4ace3b6656 Fix desktop files (#196)
- Fix exec paths
- Fix omitted .desktop file during install
- Fix description
- Fix icon name, location
2019-04-23 00:24:15 +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
ea68cae729 XDG Base Directory Specification compliance (#190)
* Rename variables and replace strcpy calls with strcat

* Use XDG_CONFIG_HOME dir for config when environment variable is set
2019-04-11 09:49:53 +03:00
3a22c834df Trivial fix for projectM-jack.desktop (#189)
as already in src/projectM-pulseaudio/projectM-pulseaudio.desktop remove
extension
Fix an warning when run desktop-file-install
value "prjm16-transparent.svg" for key "Icon" in group "Desktop Entry" is an icon name with an extension, but there should be no extension as described in the Icon Theme Specification if the value is not an absolute path
2019-04-05 09:31:21 +03:00
6540d02496 Temporarily moved bad presets to bad_presets folder in repo root to avoid disrupting users' visual experience while the community fixes them (#187) 2019-03-30 23:49:44 +02:00
2867fba65c Merge pull request #182 from mancoast/appv
Create .appveyor windows binary release
2019-03-22 15:40:01 -04:00
5af7f7c3d9 Create .appveyor.yml 2019-03-22 15:19:47 -04:00
75ac80ec17 win32 qt5 is broken, disable build in msvc solution 2019-03-22 14:46:34 -04:00
004b226122 fix msvc native preset builds 2019-03-22 14:46:20 -04:00
ce60556dae Windows build with MSVC (#181)
credit: @mancoast 

* msvc

* include glew for windows

* fix usage of std namespace with win32

* Update pmSDL.hpp

fix warning with win32

* update dirent for win32

* libs required for win32 linkage

* Update pmSDL.hpp

SDL_MAIN_HANDLED

* Update ShaderEngine.cpp

init glew to create shaders

* fake SDL audio with win32

* Update Renderer.vcxproj

use wildcards for source filenames

* Create config.h

* Update Expr.cpp

fix win32 breaks

* cleanup broken max function

* Update Makefile.am

remove ref to win32-dirent
2019-03-22 08:55:35 +01:00
b7152b2b42 readme note about autogen 2019-03-14 20:56:19 +02:00
1ffc0cdb5a Sort input file list (#176)
so that projectM builds in a reproducible way
in spite of indeterministic filesystem readdir order.

See https://reproducible-builds.org/ for why this is good.

Without this patch, multiple .milk files varied between builds
in interesting ways:
--- "old//usr/share/projectM/presets/Geiss - All-Spark Polar.milk"
+++ "new//usr/share/projectM/presets/Geiss - All-Spark Polar.milk"
@@ -3,7 +3,7 @@
 PSVERSION_WARP=2^M
 PSVERSION_COMP=2^M
 [preset00]^M
-fRating=4.000000^M
+fRating=2.0^M
2019-03-11 16:02:41 +02:00
6d936985a0 https://github.com/projectM-visualizer/projectm/issues/161 (#175)
fix for https://github.com/projectM-visualizer/projectm/issues/161
2019-03-10 20:05:41 -07:00