Add another dimension to your VJing with the 360-VJ effect pack! Rotate 360 and Fisheye videos, convert 360 and Flat videos to Fisheye. Great for fulldome and immersive VJing.
360-VJ, now powered by the Reprojection shader, is a single effect that can convert between equirectangular, fisheye, and flat projections in both directions. It's a simple way to rotate and convert to/from 360 content. Enjoy!
This project is a pretty tight fork of Resolume's ffgl repository for Resolume plugins. To try and minimize diffs from Resolume's fork (because Resolume keeps breaking my code), everything is packed into one of their example programs, specifically the AddSubtract effect. To build this example, simply open AddSubtract and build that effect. Then find the generated AddSubtract.dll, rename it to Reprojection.dll, and copy into a folder where you keep Resolume effects.
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.
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.
<repo>/build/osx
, open FFGLPlugins.xcodeproj
FFGLGradients.cpp
)xx copy-Info.plist
file, but we don't want that. Go to Build Settings > Packaging > Info.plist and change the file name to FFGLPlugin-Info.plist
.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.AddSubtract
if you want to build an Effect plugin or Gradients
if you want to build a Source plugin..bundle
file from <repo>/binaries/debug
to ~/Documents/Resolume/Extra Effects
and start Arena to test it.This assumes you use Visual Studio 2017
<repo>/build/windows
, duplicate a .vcxproj
and the corresponding .vcxproj.filters
file, and rename them.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..cpp
and .h
source files from the newly added project, i.e. if you duplicated Gradient.vcxproj
, remove FFGLGradients.h
and FFGLGradients.cpp
<repo>/source/
, duplicate a plugin folder and rename the files. Choose a corresponding plugin type, i.e. copy AddSubtract
if you want to build an Effect plugin or Gradients
if you want to build a Source plugin..dll
file in \binaries\x64\Debug
. Copy it to <user folder>/Documents/Resolume/Extra Effects