Commit Graph

1574 Commits

Author SHA1 Message Date
d8c8f1f185 Update presets_eyetune.vcxitems 2019-10-31 12:31:27 -04:00
b990281762 Create presets_community.vcxitems 2019-10-31 12:31:23 -04:00
f346fccff5 Update EyeTuneApp.cpp 2019-10-31 12:31:18 -04:00
fbccd6d214 Create presets_eyetune.vcxitems 2019-10-31 12:16:40 -04:00
21ad4c3795 rework windows store build for msvc 2019 toolchain 2019-10-31 12:00:31 -04:00
15a3f44db9 rework for windows build 2019-10-25 18:05:54 -04:00
b9d9e9206e Update EyeTune.Shared.vcxitems 2019-10-21 18:59:55 -04:00
0ccb8bde65 typo fix 2019-10-05 21:23:42 +03:00
a03f2d0d80 There was a bug that existed in open GL ES 2.0 implementations and random textures (#239)
* There was a bug that existed in open GL ES 2.0 implementations
where glTexImage2D could not convert GL_RGB formed textures into GL_RGBA
while generating the noise textures.   The GL error
was GL_INVALID_OPERATION(0x502)
This probably made the noise textures blank.
So a new class was added that has the alpha channel for the values.

* Added a fudge for render farming milkdrop where we control the time and the ticks.

* User defined time: Got rid of testing code

* Attempt to fix WIN32 compile - it doesnt use or need the ability to control the time

* Got rid of debug - got rid of minor warning

* projectM.hpp - type in ifdef
projectM_SDL_main.cpp - there is code added to make the initial random number dependent on the time of day, making
the sequence of visualizers more unexpected.  But the posix command time does not exist in Win32 land, so we disable it.
2019-10-01 10:01:45 +03:00
f727ae0559 grab max PCM samples per audio callback - maybe it makes it more responsive. fix fullscreen->windowed. add ctl-q to quit. 2019-09-23 23:06:07 +03:00
c2f641c59e use travis to select clang/gcc, upgrade xcode (#240)
* use travis to select clang/gcc, upgrade xcode

* where does this go

* where does this go

*             - libc++-dev

* bleh

* config

* test

* enable SDL for all travis builds (because -test depends on it)

* libsdl2 dep

*       - libc++-dev dep
2019-09-19 22:50:46 +03:00
578a748e8f Set file dialogs to not be native (#232) 2019-07-23 09:25:38 +03:00
4916ce1d85 Update EyeTune.WindowsUniversal.Application.vcxproj 2019-07-07 21:01:53 -04:00
9ab4bf7812 Update EyeTune.WindowsUniversal.Application.vcxproj 2019-07-07 19:42:41 -04:00
caceaf0825 move milkdrop source to nest folder 2019-07-07 19:25:12 -04:00
8fa87d9519 Initial commit 2019-07-07 19:13:38 -04:00
4ea9968851 !STEREOSCOPIC_SBS 2019-06-06 14:07:25 -04:00
f24c8d052f update windows store app with fullscreen toggle 2019-06-06 10:12:34 -04:00
044ecda874 Update pmSDL.hpp
WASAPI_LOOPBACK requires WIN32
2019-06-04 13:17:25 -04:00
c09f951ad0 windows audio capture for sdl2 2019-06-04 12:48:37 -04:00
e4c9ed6c6f STEREOSCOPIC_SBS 2019-06-01 11:55:15 -04:00
d3e9391b36 Update .gitignore 2019-05-23 20:49:34 -04:00
755b0534fa updates windows store app, release for all platforms
arm x86 x64
2019-05-23 18:07:28 -04:00
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
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
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
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