01_ev_module-list.pd 6.6 KB

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  1. #N canvas 349 22 798 756 10;
  2. #X declare -path . -path .. -path data -path ../data -path ev-in -path
  3. ../ev-in -path ev-main -path ../ev-main -path ev-pano -path ../ev-pano
  4. -path ev-pro -path ../ev-pro -path libs/gil -path ../libs/gil -path
  5. libs/kollabs -path ../libs/kollabs -path media -path ../media -path
  6. ev-glsl -path ../ev-glsl -lib Gem;
  7. #X obj 27 48 cnv 15 240 50 empty empty INITIALISATIONS 20 12 0 14 -261234
  8. -66577 0;
  9. #N canvas 513 252 515 187 init 0;
  10. #X obj 44 -23 cnv 15 400 100 empty empty IMPORTANT 20 12 0 14 -261234
  11. -66577 0;
  12. #X text 49 -3 Such a declare object should always be in the main patch
  13. of your project \, to set the pathes to the abstractions.;
  14. #X obj 158 43 ev-main/ev_declare;
  15. #X restore 205 73 pd init;
  16. #X obj 27 337 cnv 15 745 300 empty empty input_abstractions 3 9 0 14
  17. -204786 -1 0;
  18. #X obj 27 644 cnv 15 745 340 empty empty panoramic_imagery_creation
  19. 3 9 0 14 -262130 -1 0;
  20. #X obj 28 1668 cnv 15 745 420 empty empty abstractions_for_projection_mapping
  21. 20 9 0 14 -204800 -66577 0;
  22. #X obj 27 10 cnv 15 745 30 empty empty EXTENDED_VIEW_TOOLKIT:_MODULE_LIST
  23. 5 12 1 16 -128992 -262144 0;
  24. #X text 577 344 reside in the folder "./ev-in";
  25. #X obj 27 106 cnv 15 380 220 empty empty about_IDs 3 12 0 14 -228856
  26. -66577 0;
  27. #X text 39 131 Most of the objects of EXTENDED VIEW toolkit need unique
  28. IDs as first creation argument. These can be either numbers or symbols
  29. and must only be unique inside one object class. The IDs are used to
  30. adress the modules individually.;
  31. #X obj 37 445 ev_pic <id> <domain>;
  32. #X obj 37 524 ev_vid <id> <domain>;
  33. #X obj 37 381 ev_cam <id> <domain>;
  34. #X obj 38 697 ev_pano_group <id> <domain>;
  35. #X obj 48 1729 ev_pro_22 <id_a> <domain>;
  36. #X obj 46 1789 ev_pro_33 <id_b> <domain>;
  37. #X obj 38 904 ev_360 <id> <domain>;
  38. #X text 39 191 Example: [ev_pro_22 left] can be toggled by sending
  39. '1' or '0' to '/ev/pro/left/state'.;
  40. #X text 39 270 So you can \, for example \, exchange an [ev_pro_22easy]
  41. module by an [ev_pro_33] and use the same preset file as before on
  42. the projection side.;
  43. #X obj 413 106 cnv 15 360 85 empty empty Storage_Domain 3 12 0 14 -204800
  44. -66577 0;
  45. #X text 573 1672 reside in the folder "./ev-pro";
  46. #X text 571 650 reside in the folder "./ev-pano";
  47. #X obj 38 797 ev_pano_stitch <id> <domain>;
  48. #X obj 28 992 cnv 15 745 665 empty empty general_purpose_abstractions
  49. 3 9 0 14 -232576 -66577 0;
  50. #X text 564 999 reside in the folder "./ev-main";
  51. #X obj 39 1422 ev_grid <id> <domain>;
  52. #X obj 39 1267 ev_storage <domain>;
  53. #X obj 42 1026 ev_buf <id> <domain>;
  54. #X obj 39 1507 ev_record <id> <domain>;
  55. #X obj 412 202 cnv 15 360 124 empty empty Where_to_find_help? 3 12
  56. 0 14 -261234 -258113 0;
  57. #X text 414 223 All these modules have an individual help patch \,
  58. which can be opened by right-click --> help.;
  59. #X text 414 257 To get an overview \, how these modules work together
  60. \, have a look in the examples. The examples do not show how GEM works.
  61. To get an idea on the principles of GEM have a look for some GEM-introduction
  62. within PD´s helpbrowser \; ctrl+b -> GEM/manual;
  63. #X obj 38 1113 ev_base <id_b> <domain>;
  64. #X text 37 358 these modules are intented for quick media integration
  65. ;
  66. #X obj 46 1850 ev_pro_55 <id_c> <domain>;
  67. #X obj 46 1971 ev_pro_33easy <id_e> <domain>;
  68. #X obj 46 1914 ev_pro_22easy <id_d> <domain>;
  69. #X text 253 2040 Little helper to set texture coordinates of [ev_pro_xx]
  70. modules graphically.;
  71. #X text 258 1741 Projection module for flat surfaces.;
  72. #X text 258 1804 Projection module for curved surfaces.;
  73. #X text 258 1864 Projection module for heavily distorted surfaces.
  74. ;
  75. #X text 260 1917 The [ev_pro_xxeasy]-modules are lightweight versions
  76. of the [ev_pro_xx] modules \, with less functionality.;
  77. #X text 260 1947 They should run even on older systems.;
  78. #X text 235 386 Live camera input \, for webcams \, etc.;
  79. #X text 235 456 Load pictures.;
  80. #X text 412 531 Video player module \, with advanced features. Can
  81. also play specified parts of videos and set fade-in and fade-out.;
  82. #X text 229 716 combines multiple videos/images to one single \, continuous
  83. video/image. Should always be used in conjunction with [ev_pano_stitch].
  84. ;
  85. #X text 31 664 These modules are designed to create panoramic content.
  86. Have a look in the examples & help-files on how to use them.;
  87. #X text 233 803 Aplies pillow distortion and softedge to blend with
  88. other images/videos. For stitching multiple sources to one continuous
  89. video/image. Should be used in conjunction with [ev_pano_group].;
  90. #X text 410 912 Unwraps panoramic imagery \, created with a single
  91. camera with special 360-degrees lens (extreme fisheye) or conical mirror
  92. system.;
  93. #X text 331 1026 Framebuffer-module. Creates a framebuffer to render
  94. content in it. The resulting texture can be further processed by shaders
  95. or textured onto geometric objects.;
  96. #X text 331 1067 Works perfectly together with the projection modules
  97. (see below).;
  98. #X text 409 1129 Template/Base for the creation of new modules and
  99. own addons.;
  100. #X text 238 1221 shortcut for texturing onto a rectangle.;
  101. #X text 256 1431 Grid-module to display a grid for projection-adjustments.
  102. Can be rendered into a framebuffer along with a panoramic image to
  103. label 45degree intervals.;
  104. #X text 419 1543 Can record videos and take snapshots.;
  105. #X text 419 1524 Export content of your gemwin or the current framebuffer.
  106. ;
  107. #X text 46 1687 Use these modules for mapping content on challenging
  108. surfaces \, combine them for more complex setups.;
  109. #X obj 27 2097 cnv 15 745 120 empty empty General_OpenGL_shader_modules
  110. 3 9 0 14 -261682 -1 0;
  111. #X text 277 2173 loads pairs of OpenGL-fragment and -vertex shaders.
  112. ;
  113. #X text 575 2104 reside in the folder "./ev-glsl";
  114. #X obj 272 48 cnv 15 500 50 empty empty Description 20 12 0 14 -232576
  115. -66577 0;
  116. #X text 412 48 These are the main abstractions of the Extended View
  117. Toolkit. This list should help you to get an overview about the available
  118. modules.;
  119. #X text 46 73 Load pathes. Look inside:;
  120. #X obj 39 1213 ev_rectangle <id> <domain>;
  121. #X obj 46 2039 ev_texhelper <id_a>;
  122. #X obj 37 2167 ev_glsl name;
  123. #X text 203 1281 EVT´s storage solution: have a look in helpfile and
  124. examples to learn how it works \; Allows scene-based patching and parameter-transitions.
  125. ;
  126. #X text 37 2119 these modules are intended to quickly apply video effects
  127. or geometric distortions via GLSL.;
  128. #X text 39 224 To be able to exchange them easily \, if needed \, in
  129. contrary to the input modules \, even projection modules of different
  130. classes can not be distinguished.;
  131. #X text 492 10 (c)2011 Peter Venus & Marian Weger \; /part of EXTENDED
  132. VIEW toolkit/ gpl v3;
  133. #X text 417 125 The second creation argument sets the storage domain
  134. to which this module gets registered to. Of course there must exist
  135. an [ev_storage] with that domain. For more information \, open the
  136. [ds_help].;
  137. #X coords 0 756 1 755 85 60 0;