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277 lines
12 KiB
INI
277 lines
12 KiB
INI
/*
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NOTE: AS OF MilkDrop v1.04, the functionality of the 'burn' variable
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has changed. See below.
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NOTES/TIPS
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-sprites range from 00-99
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-'img=' line is mandatory. File types currently supported (as of v1.04):
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JPG
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PNG
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BMP
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TGA
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DDS
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PPM
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DIB
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-valid filenames are:
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relative: img=billy.jpg (to winamp\plugins dir)
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img=..\billy.jpg
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img=images\billy.jpg
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absolute: img=c:\blah\billy.jpg
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NOT ok: img=c:billy.jpg -must specify path
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NOT ok: img=\billy.jpg -must specify drive
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-textures can be as large as 2048x2048 and do not have to be square.
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-texture dims in memory will be next power of 2 higher for w, h.
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ex: 500x60 texture will be stored in memory as a 512x64 texture.
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-big textures can take up a lot of video memory and seriously
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drop the frame rate; recommend sprites be no larger than 512x512.
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256x256 is even more preferable.
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-if there isn't enough video memory for the texture, it will downsample
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the texture (to as low as 16x16 pixels) trying to fit it into video
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memory.
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-IMPORTANT: to terminate a sprite from within its own code, set the
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'done' variable to a nonzero value (such as 1). For example,
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"done=above(frame,500);" would make the sprite auto-self-terminate
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after 500 frames. To make this framerate-independent, based it on
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'time' or 'frame/fps' (they are equivalent).
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-there is currently a maximum of 16 sprites that can be on the screen
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at one time.
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-the sprite manager supports instancing, so if you load two sprites
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that access the same image on disk, only one texture will exist
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in video memory.
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-the sprite manager frees textures immediately when all the sprites
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using that texture (all instances) expire or finish.
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-all of the mathematical functions available for milkdrop's per-frame
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and per-pixel equations are available here for doing funky things
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with the sprites; see milkdrop_preset_authoring.html for a complete
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list of all the functions available.
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-you can define your own variables in the init_ code just by setting
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them to some value (like in the per-frame or per-pixel code of a
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milkdrop preset). You can then access this value later in the
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per-frame (regular) sprite code. If you change its value, the
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change will be remembered from frame to frame. Also, if you
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change the value of a built-in (read/write) variable, this change
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will also be remembered from frame to frame.
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READ-ONLY VARIABLES
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-------------------
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time
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the amount of time that has elapsed since the sprite
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was launched (in seconds).
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frame
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the # of frames that have elapsed since the sprite
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was launched.
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fps
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the current fps (frames-per-second) the MilkDrop is running at.
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progress
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the progress (0=start .. 1=end) through the current MilkDrop preset.
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bass, mid, treb
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the relative amount of each audio band being heard this frame.
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1 is normal; a number less than one (say, 0.5 .. 1) means
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the band is quiet; and a number greater than one (say, 1..2)
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means the band is loud.
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bass_att, mid_att, treb_att
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the same, but attenuated to be relative to the average band levels
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over a longer period of time (i.e. more heavily attenuated/damped).
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READ/WRITE VARIABLES
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--------------------
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x,y
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the x and y position of the sprite's center on the screen.
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x is 0 at the left, 1 at the right; y is 0 at the top, 1 at the bottom.
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r,g,b
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the red, green, and blue color brightness of the sprite. 0..1.
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a
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the opacity (alpha) of the sprite. 0=transparent, 1=opaque.
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note that the effect of this variable depends on the blendmode
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(see below), and that sometimes, due to the blendmode, the value
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of 'a' has no effect.
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sx, sy
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the size (stretching) of the sprite, in the X and Y directions.
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if these are both 1, then the image will be scaled up just large
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enough so that no part of it goes off the screen. If these are
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both 0.5, the image will be half that size; 2, and it's doubled.
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If sx and sy are not equal, the image will be stretched
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appropriately.
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rot
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the angle of rotation, in radians, of the sprite. The unit circle
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goes from 0 to PI*2 (6.28) radians. At zero radians there is no
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rotation; PI/2 is like a 90-degree counter-clockwise rotation;
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PI, 180 degrees; PI*3/2, 270 degrees; and PI*2 radians (the same
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as zero radians): 0 degrees.
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blendmode
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determines the manner in which the sprite image is blended onto
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the screen.
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0=blend: the image is multiplied by (r,g,b) and then blended,
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where 'a' decides the amount to blend.
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1=decal: the image is multiplied by (r*a,g*a,b*a) and then pasted
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onto the background, with no transparency. 'a' values
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below 1 will modulate the color of the sprite, making
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it darker.
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2=additive: the image is multipled by (r*a,g*a,b*a) and then added
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onto the background, making it brighter. Again, 'a' values
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below 1 will make the sprite darker.
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3=srccolor: the amount to blend each pixel with the background
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is equal to the inverse of the pixel's color. White texels
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in the sprite will be fully drawn, while black texels will
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be transparent; in-between texels will be blended partially
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based on their brightness. Requires hardware support.
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The alpha value ('a') has no effect when this blendmode
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is set; the alpha value is taken from the R,G,B color in
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the image at evert point.
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4=colorkey:
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pixels that match the color specified in the colorkey are
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drawn transparently, and all other pixels are drawn opaquely,
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much like a television bluescreen. When using this blendmode,
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a line like the following is required to be present in the
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sprite:
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colorkey=0x000000
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where the value is some 24-bit hexadecimal color. The first
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two digits are 00 through FF hexadecimal (0-255 decimal)
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and are the red value; the third and fourth digits are the
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green value; and the last two digits are the blue value.
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So, 0x000000 makes black the see-through color; 0xFFFFFF
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makes white pixels transparent; 0x0000FF makes blue pixels
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transparent; and so on.
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When the blendmode is not 4, the colorkey setting will have
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no effect.
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When blendmode is 4, the alpha value ('a') still works, too;
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it simply modulates the overall opacity of the sprite.
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NOTE that this effect does not work on all video cards, and
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also tends to hiccup when running in 16-bit color. Try it
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in 32-bit color for best chances for it to work.
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NOTE that prior to MilkDrop v1.04, this feature worked
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slightly differently; there was a range of color key values
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(and you specified 'colorkey_lo' and 'colorkey_hi')
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instead of just one single colorkey value ('colorkey').
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My apologies for any confusion this change might cause.
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flipx
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if nonzero, the sprite will be flipped horizontally.
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flipy
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if nonzero, the sprite will be flipped vertically.
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repeatx
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the number of times to repeat the texture over the surface of the
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sprite, in the x direction. A value of 1 is the default; a value of
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2 will cause the texture to tile twice in the x direction; and so on.
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**NOTE that if the width or height of the source image is not a
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power of two (16,32,64,128,256,512,1024,2048) then repeating the
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image could cause strange bands to appear (on some poorly-written
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display drivers or older video cards). If using repeating, pre-
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stretch the source image to be a power of 2 to alleviate this
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problem.**
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repeaty
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like repeatx, but in the y-direction.
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done
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set this to some nonzero value to make the sprite self-terminate.
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frees up resources associated with the sprite.
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burn
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if set to a nonzero value, then the sprite will burn into MilkDrop's
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background and become part of the animation. If set to zero, there
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will be no burn-in. You can set this to 1 for a long time to make
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cool trails of the sprite, or you can set it to 1 just on the last frame
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(at the same time that you set 'done' to 1), to make the sprite burn into
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the background and die off, much like song titles and custom messages do.
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( NOTE: prior to v1.04, 'burn' only worked on the last frame, when done
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was set to 1. With v1.04 and later, 'burn' works on any frame. )
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/end of critical info
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*/
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[img00]
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// testing color keying... not working well on GF2MX!
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img=c:\z\nova.jpg
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colorkey=0x000000
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init_1=blendmode = 4;
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code_1=rot = time*0.27;
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code_2=new_scale = 0.75 + 0.1*sin(time*0.6);
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code_3=sx = new_scale;
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code_4=sy = new_scale;
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code_5=r=0.5+sin(time*0.9);
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code_6=a=0.5+sin(time*1.3);
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[img01]
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// this tests the 'done' function, and burns into the screen @ the end
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img=c:\z\osapien.jpg
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init_1=blendmode = 3;
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init_2=x = 1;
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init_3=orig_y = 0.5;
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code_1=time_to_reset = below(x,-0.5);
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code_2=x = x*(1-time_to_reset) + time_to_reset*(1.5 + 0.01*rand(100) + 1);
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code_3=orig_y = orig_y*(1-time_to_reset) + time_to_reset*(0.3 + 0.4*0.01*rand(100));
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code_4=sx = sx*(1-time_to_reset) + time_to_reset*(0.25 + 0.4*0.01*rand(100));
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code_5=sy = sx;
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code_6=x = x - 0.008 + 0.0033*sin(time*1.371);
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code_7=y = orig_y + 0.12*sin(time*1.9);
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code_8=done=above(frame,80);
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code_9=burn=done; // burn into screen @ end
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[img02]
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// this burns into the screen *every frame*
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img=c:\z\osapien.jpg
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init_1=blendmode = 3;
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init_2=x = 1;
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init_3=orig_y = 0.5;
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code_1=time_to_reset = below(x,-0.5);
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code_2=x = x*(1-time_to_reset) + time_to_reset*(1.5 + 0.01*rand(100) + 1);
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code_3=orig_y = orig_y*(1-time_to_reset) + time_to_reset*(0.3 + 0.4*0.01*rand(100));
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code_4=sx = sx*(1-time_to_reset) + time_to_reset*(0.25 + 0.4*0.01*rand(100));
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code_5=sy = sx;
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code_6=x = x - 0.008 + 0.0033*sin(time*1.371);
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code_7=y = orig_y + 0.12*sin(time*1.9);
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code_8=done=above(frame,80);
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code_9=burn=1; // burn into screen every frame
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[img03]
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// for testing: show a large (nova2) or large+skinny (nova3) texture
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img=c:\z\nova3.jpg
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init_1=blendmode = 2;
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code_1=rot = time*0.27;
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code_2=new_scale = 1.0 + 0.1*sin(time*0.6);
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code_3=sx = new_scale;
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code_4=sy = new_scale;
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code_5=new_alpha = min(0.9,max(0.2, 2*max(bass-.05,bass_att)-1.1 ));
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code_6=a = a*0.83 + 0.17*new_alpha;
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[img04]
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desc="cool: an 'osapien' drifts across the screen every so often."
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img=c:\z\osapien.jpg
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init_1=blendmode = 3;
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init_2=x = -100;
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init_3=orig_y = 0.5;
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code_1=time_to_reset = below(x,-0.5);
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code_2=x = x*(1-time_to_reset) + time_to_reset*(1.5 + 0.01*rand(100) + 3);
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code_3=orig_y = orig_y*(1-time_to_reset) + time_to_reset*(0.3 + 0.4*0.01*rand(100));
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code_4=sx = sx*(1-time_to_reset) + time_to_reset*(0.25 + 0.4*0.01*rand(100));
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code_5=sy = sx;
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code_6=x = x - 0.008 + 0.0033*sin(time*1.371);
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code_7=y = orig_y + 0.12*sin(time*1.9);
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[img10]
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img=c:\z\nova.jpg
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init_1=blendmode = 2;
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code_1=rot = time*0.27;
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code_2=new_scale = 2.0 + 0.2*sin(time*0.6);
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code_3=sx = new_scale;
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code_4=sy = new_scale;
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code_5=new_alpha = min(0.9,max(0.2, 2*max(bass-.05,bass_att)-1.1 ));
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code_6=a = a*0.83 + 0.17*new_alpha;
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[img11]
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img=c:\z\baily2.jpg
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init_1=blendmode = 2;
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code_1=rot = -time*0.2;
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code_2=new_scale = 2.0 + 0.2*sin(time*0.6);
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code_3=sx = new_scale;
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code_4=sy = new_scale;
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code_5=new_alpha = .4*min(0.9,max(0.2, 2*max(treb-.05,treb_att)-1.1 ));
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code_6=a = a*0.83 + 0.17*new_alpha;
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