Commit Graph

1576 Commits

Author SHA1 Message Date
fdc0aa4f98 Update Package.StoreAssociation.xml 2019-10-31 12:32:38 -04:00
9150e1efdb Update EyeTune.WindowsUniversal.Application.vcxproj 2019-10-31 12:32:34 -04:00
00812fdb0a Update presets_eyetune.vcxitems 2019-10-31 12:31:27 -04:00
911d24ae06 Create presets_community.vcxitems 2019-10-31 12:31:23 -04:00
b396a9c7eb Update EyeTuneApp.cpp 2019-10-31 12:31:18 -04:00
1a33cb944f Create presets_eyetune.vcxitems 2019-10-31 12:16:40 -04:00
3af797e1f4 rework windows store build for msvc 2019 toolchain 2019-10-31 12:00:31 -04:00
727b489bcf rework for windows build 2019-10-25 18:05:54 -04:00
b1cd38618e Update EyeTune.Shared.vcxitems 2019-10-21 18:59:55 -04:00
e2a7531d2f typo fix 2019-10-05 21:23:42 +03:00
d1314d0512 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
0996a06b4c 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
77a100790a 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
bd20f9352c Set file dialogs to not be native (#232) 2019-07-23 09:25:38 +03:00
b34e058c76 Update EyeTune.WindowsUniversal.Application.vcxproj 2019-07-07 21:01:53 -04:00
924524fb86 Update EyeTune.WindowsUniversal.Application.vcxproj 2019-07-07 19:42:41 -04:00
09e90ee28a move milkdrop source to nest folder 2019-07-07 19:25:12 -04:00
1c02be0560 Initial commit 2019-07-07 19:13:38 -04:00
5f3c6e54ac !STEREOSCOPIC_SBS 2019-06-06 14:07:25 -04:00
214e0f96d6 update windows store app with fullscreen toggle 2019-06-06 10:12:34 -04:00
aff8ace194 Update pmSDL.hpp
WASAPI_LOOPBACK requires WIN32
2019-06-04 13:17:25 -04:00
213d2507a7 windows audio capture for sdl2 2019-06-04 12:48:37 -04:00
5d73c7bac1 STEREOSCOPIC_SBS 2019-06-01 11:55:15 -04:00
f648967da5 Update .gitignore 2019-05-23 20:49:34 -04:00
c97833262b updates windows store app, release for all platforms
arm x86 x64
2019-05-23 18:07:28 -04:00
412cd7432c build all platforms for windows store 2019-05-23 16:57:15 -04:00
b3a6a0cc1c experimental presets 2019-05-23 16:57:15 -04:00
8df593eee6 Include all presets into windows universal package 2019-05-17 12:25:28 -04:00
48b194a10d Add NSMicrophoneUsageDescription for macOS - required to capture audio input 2019-05-11 22:41:46 +03:00
e85bf0386d remove Cg framework 2019-05-11 19:16:47 +03:00
4fd40d0efc 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
f2e0a32368 update xbox app 2019-05-06 19:11:00 -04:00
00db44bb81 cleanup more preset names 2019-05-06 19:07:40 -04:00
4428c09c31 filters 2019-05-06 18:47:52 -04:00
e217fee408 presets_bltc201 2019-05-06 18:45:31 -04:00
d8f30c2c22 adjust presetURL to enable nested folders 2019-05-06 17:03:28 -04:00
9c8035c0f8 Update WASAPICapture.cpp
rework audio sampler
2019-05-06 15:59:36 -04:00
f05911abc2 Update EyeTune.WindowsUniversal.Application.vcxproj
deploy images to correct folder
2019-05-06 15:53:35 -04:00
e6391c9715 update destination folder 2019-05-06 15:44:55 -04:00
926b00ef7a fixup and include tryprtonaut presets in store 2019-05-06 15:33:22 -04:00
f982e09456 try to bundle all tryptonaut presets 2019-05-06 15:14:39 -04:00
dbeeca1535 Update EyeTune.WindowsUniversal.Application.vcxproj 2019-05-06 15:08:52 -04:00
8e77bf19a0 fixup EoS art signatures 2019-05-06 15:02:59 -04:00
c7e9570f81 update bundled presets with UWP app 2019-05-06 14:26:13 -04:00
a83bb1b0c8 update / release new bundle to windows store 2019-05-03 16:03:03 -04:00
2c9beac75e update presets included with windows store app 2019-05-03 15:56:32 -04:00
86ebff7e46 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
869f913e1d Update projectM.WindowsUniversal.SharedLibrary.vcxproj 2019-04-26 16:10:10 -04:00
6bcbf3dce1 Update EyeTune.WindowsUniversal.Application.vcxproj 2019-04-26 16:10:05 -04:00
21715e91bf Update EyeTune.Shared.vcxitems 2019-04-26 16:10:01 -04:00