This is the Resolume fork of the FFGL repository. It is up to date and has Visual Studio and Xcode projects to compile 64 bit plugins that can be loaded by Resolume 7.0.3 and up.
Note for macOS developers: Resolume 7.11.0 has added native ARM support. This means that on Apple Sillicon it will run as a native ARM process. Native ARM processes cannot load x86_64 based plugins. To enable your plugin to be loaded you should build it as universal build. If your Xcode is up-to-date enough you can choose to build for "Any Mac (Apple Silicon, Intel)" instead of "My Mac" in the top left corner. Please read the apple developer documentation for more information about universal builds.
The master branch is used for continued development. It will contain the latest features, fixes and bugs. Plugins compiled with the master branch will work in Resolume 7.3.1 and up. If you do not want to be affected by the latest bugs you can use one of the stable releases. eg FFGL 2.2, which is the most recent released version of the sdk. Plugin development for Resolume 7.0.0/7.0.1/7.0.2 is no longer supported by this repository. These versions are very old and there are many newer versions that users can update to.
You can find some help to get started with FFGL plugin development on the wiki.
Also more examples are available on this repo.
- Replaced glload by glew, enabling OpenGL 4.6 extensions to be used inside plugins. Plugins may need to add deps/glew.props to their project's property pages for them to link to the binary.
- Implemented parameter display names. Parameter names are used as identification during serialization, display names can be used to override the name that is shown in the ui. The display name can also be changed dynamically by raising a display name changed event. (Requires Resolume 7.4.0 and up)
- Implemented value change events. Plugins can change their own parameter values and make the host pick up the change. See the new Events example on how to do this. (Requires Resolume 7.4.0 and up)
- Implemented dynamic option elements. Plugins can add/remove/rename option elements on the fly. (Requires Resolume 7.4.1 and up)
You can suggest a change by creating an issue. In the issue describe the problem that has to be solved and if you want, a suggestion on how it could be solved.
Below are the first steps you need to create and test an FFGL plugin for Resolume. This assumes you have experience with git and C++ development.
- Go to
<repo>/build/osx
, openFFGLPlugins.xcodeproj
- Create a compilation target for your plugin:
- Select the Xcode project (top of the tree)
- Duplicate a target and rename it
- Remove the old plugin-specific files under Build Phases > Compile Sources (e.g. if you duplicated Gradients, remove
FFGLGradients.cpp
) - Duplicating a target in Xcode creates and assigns a new
xx copy-Info.plist
file, but we don't want that. Go to Build Settings > Packaging > Info.plist and change the file name toFFGLPlugin-Info.plist
. - Find the reference to the newly created
xx copy-Info.plist
file in the Xcode Project Navigator (probably all the way down the panel) and remove it there. When asked, choose Move to Trash.
- In Finder, duplicate a plugin folder and rename the files. Choose a corresponding plugin type, e.g. copy
AddSubtract
if you want to build an Effect plugin orGradients
if you want to build a Source plugin. - Drag the new folder into the Xcode project. You will be asked to which target you want to add them, add them to your new target.
- Go to the target's Build Phases again and make sure there are no resources under the Copy Bundle Resources phase.
- Replace the class names to match your new plugin name and rename the elements in the PluginInfo struct
- Fix up the Build scheme:
- When duplicating a target, a Build Scheme was also created. Next to the play and stop buttons, click the schemes dropdown and select Manage Schemes.
- Rename the scheme that was auto-created (e.g. "Gradient copy")
- Select it in the scheme drop down.
- Press play (Cmd+B) to compile.
- Copy the resulting
.bundle
file from<repo>/binaries/debug
to~/Documents/Resolume/Extra Effects
and start Arena to test it.
This assumes you use Visual Studio 2017
- Go to
<repo>/build/windows
, duplicate a.vcxproj
and the corresponding.vcxproj.filters
file, and rename them. - Open
FFGLPlugins.sln
. Then right-click the Solution in the solution explorer (top of the tree), and choose Add > Existing Project and select the new file. - Remove the original
.cpp
and.h
source files from the newly added project, i.e. if you duplicatedGradient.vcxproj
, removeFFGLGradients.h
andFFGLGradients.cpp
- In Explorer, go to
<repo>/source/
, duplicate a plugin folder and rename the files. Choose a corresponding plugin type, i.e. copyAddSubtract
if you want to build an Effect plugin orGradients
if you want to build a Source plugin. - Add the new source files to the project by dragging them into Visual Studio, onto your new project.
- If you want to start the build with Visual Studio's Build command (F5), right-click the project and select Set as Startup Project. Altenatively, you can right-click the project and select Build.
- After building, find the resulting
.dll
file in\binaries\x64\Debug
. Copy it to<user folder>/Documents/Resolume/Extra Effects