145 lines
3.2 KiB
C++
145 lines
3.2 KiB
C++
#ifndef PRESET_FRAME_IO_HPP
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#define PRESET_FRAME_IO_HPP
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#include <vector>
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#include "Renderer/MilkdropWaveform.hpp"
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#include "Renderer/Pipeline.hpp"
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#include "Renderer/Filters.hpp"
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#include "CustomShape.hpp"
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#include "CustomWave.hpp"
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#include "Renderer/VideoEcho.hpp"
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/// Container for all *read only* engine variables a preset requires to
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/// evaluate milkdrop equations. Every preset object needs a reference to one of these.
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class PresetInputs : public PipelineContext {
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public:
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/* PER_PIXEL VARIBLES BEGIN */
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float x_per_pixel;
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float y_per_pixel;
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float rad_per_pixel;
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float ang_per_pixel;
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/* PER_PIXEL VARIBLES END */
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float bass;
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float mid;
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float treb;
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float bass_att;
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float mid_att;
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float treb_att;
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/* variables were added in milkdrop 1.04 */
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int gx, gy;
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float **x_mesh;
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float **y_mesh;
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float **rad_mesh;
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float **theta_mesh;
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float **origtheta; //grid containing interpolated mesh reference values
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float **origrad;
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float **origx; //original mesh
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float **origy;
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void resetMesh();
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~PresetInputs();
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PresetInputs();
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/// Initializes this preset inputs given a mesh size.
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/// \param gx the width of the mesh
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/// \param gy the height of the mesh
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/// \note This must be called before reading values from this class
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void Initialize(int gx, int gy);
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/// Updates this preset inputs with the latest values from the
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/// the pipeline context and beat detection unit
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void update (const BeatDetect & music, const PipelineContext & context);
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private:
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};
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/// Container class for all preset writeable engine variables. This is the important glue
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/// between the presets and renderer to facilitate smooth preset switching
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/// Every preset object needs a reference to one of these.
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class PresetOutputs : public Pipeline {
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public:
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typedef std::vector<CustomWave*> cwave_container;
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typedef std::vector<CustomShape*> cshape_container;
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cwave_container customWaves;
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cshape_container customShapes;
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void Initialize(int gx, int gy);
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PresetOutputs();
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~PresetOutputs();
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virtual void Render(const BeatDetect &music, const PipelineContext &context);
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void PerPixelMath( const PipelineContext &context);
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/* PER FRAME VARIABLES BEGIN */
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float zoom;
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float zoomexp;
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float rot;
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float warp;
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float sx;
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float sy;
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float dx;
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float dy;
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float cx;
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float cy;
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VideoEcho videoEcho;
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MilkdropWaveform wave;
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Border border;
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MotionVectors mv;
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DarkenCenter darkenCenter;
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Brighten brighten;
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Darken darken;
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Invert invert;
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Solarize solarize;
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int gy,gx;
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/* PER_FRAME VARIABLES END */
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float fRating;
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float fGammaAdj;
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bool bDarkenCenter;
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bool bRedBlueStereo;
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bool bBrighten;
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bool bDarken;
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bool bSolarize;
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bool bInvert;
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bool bMotionVectorsOn;
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float fWarpAnimSpeed;
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float fWarpScale;
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float fShader;
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float **zoom_mesh;
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float **zoomexp_mesh;
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float **rot_mesh;
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float **sx_mesh;
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float **sy_mesh;
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float **dx_mesh;
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float **dy_mesh;
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float **cx_mesh;
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float **cy_mesh;
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float **warp_mesh;
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float **orig_x; //original mesh
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float **orig_y;
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float **rad_mesh;
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};
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#endif
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