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ffgl plug-in how to write?

Posted: Mon Nov 20, 2017 16:35
by xiaoguigelove
"Hello, I want to find a ffgl plug-in that can adjust each file fade
in and out of the specific time, there is such a? Also, ffgl plug-in
how to write? I want to learn and study"

Re: ffgl plug-in how to write?

Posted: Wed Dec 06, 2017 20:43
by davidemania
Unfortunately documentation on how to write FFGL plugins seems to be scarce and usually very old. The little I know I had to learn by trial and error and by studying the FFGL source code.

If there's a quicker or better way I'll be happy to know.

regards
Davide

Re: ffgl plug-in how to write?

Posted: Wed Dec 20, 2017 16:30
by subpixel
You need this fork of FFGL if you want to develop 64bit plugins for Resolume v6:

https://github.com/resolume/ffgl

I have thought of a way to implement what you suggest, where there are three parameters: fade in point, fade out point, position (which you would automate to clip position).

Re: ffgl plug-in how to write?

Posted: Sun Feb 24, 2019 06:26
by jimib007
Hi,
I noticed that the code said this:
4 build/osx/FFGL.xcconfig
@@ -1,10 +1,10 @@
SDKROOT = macosx
MACOSX_DEPLOYMENT_TARGET = 10.7
MACOSX_DEPLOYMENT_TARGET = 10.9
ARCHS = $(ARCHS_STANDARD_32_64_BIT)

Are There PC samples and/or what needs to change for PC?

Thanks, Jim

Re: ffgl plug-in how to write?

Posted: Mon Feb 25, 2019 12:49
by Menno
there's windows projects inside the build/windows folder

the master branch of that repo has already been updated for what we will be using for Resolume 7, if you want to create a ffgl plugin for resolume 6 now you will need to use the ffgl1.5 branch.

FFGL plugins are really just c++ and OpenGL so you can follow tutorials on those subjects to learn stuff that you'll need to implement your own plugin. The whole project setup to get that code to run in a plugin is platform specific, so just copy one of the example projects to have those settings already set up correctly for you.

Re: ffgl plug-in how to write?

Posted: Wed Feb 27, 2019 02:24
by sTuVIdR
Amazingly there is VERY LITTLE information on how to write a FFGL plug that works in Resolume. You're pretty much on your own.

Also if you look around for 64bitFFGL plugs you will come across a lot of 404 notices. There's almost nothing useful that works for Resolume, it's basically a graveyard. I think we need to get a how-to up and running, make it attractive, simple, demo plugs etc etc.

Re: ffgl plug-in how to write?

Posted: Wed Feb 27, 2019 07:39
by Joris
Not with that attitude

Re: ffgl plug-in how to write?

Posted: Thu Feb 28, 2019 10:37
by sTuVIdR
I would describe my attitude as "proactive", "let's go", "keen as mustard", "eager beaver", but it's lonely trying to navigate github on my own if you have any tips or advice I would be super grateful.

Re: ffgl plug-in how to write?

Posted: Thu Feb 28, 2019 11:37
by Joris
Cool beans.

If you're having trouble actually finding the examples in the Git repo, I'm going to go out on a limb and assume you don't know any OpenGL. If you don't know any OpenGL, you're going to have a very hard time with FFGL. So I'd start there: http://www.opengl-tutorial.org/beginner ... -triangle/

Re: ffgl plug-in how to write?

Posted: Wed Nov 29, 2023 07:19
by JBroadway
Bumping this with a few resources I found on YouTube to get started scripting a ffgl plugin in Resolume.

https://www.youtube.com/watch?v=26uzqRbxRUk
https://www.youtube.com/watch?v=8K64G5l6uPk