ofxFFGLPlugin addon for openFrameworks Daniel Berio 2010 for Resolume.
http://www.resolume.com http://www.enist.org
For any info mail@resolume.com
For more info in FFGL: http://freeframe.sourceforge.net/
openFrameworks addon for creating FFGL ( FreeFrame 1.5 ) plugins
At the moment XCode 3.0 and Visual Studio Express 2008 projects are present.
To get the Visual Studio Express version to compile it was necessary to make a slight modification to the code in FFGL ( FFGLPluginInfo.h ) so the version included with this addon is not the official FFGL version.
The windows version of openFrameworks needs to be linked with some dll's that will be automatically copyed in the bin folder after compilation. To get the plugin to work these .dll's must be copyed either into the SYSTEM32 folder or in the same folder as the plugin.
Mouse and keyboard callbacks are not supported.
Color parameters are not yet supported, but you can easily use float instead.
To create your own ofFFGL project:
copy one of the example projects.
in main.cpp: 1) In the DEFINE_FFGL_PLUGIN macro change testApp with your App class name, if it is different. And set min and max input textures.
2) Customize the CFFGLPluginInfo struct:
static CFFGLPluginInfo PluginInfo ( createPluginInstance, // * Default creation method ( created with the DEFINE_FFGL_PLUGIN macro )
"OFEX", // Plugin unique ID. This must be different for every plugin and 4 characters long.
"OFTest1", // Plugin name
1, // * API major version number
500, // * API minor version number
1, // Plugin major version number
000, // Plugin minor version number
FF_SOURCE, // Plugin type FF_SOURCE or FF_EFFECT ( filters )
"Test OpenFrameworks Plugin", // Plugin description
"by Daniel Berio - www.enist.org" // About
,0 // *
,NULL // *
);
It is important that every plugin has a 4 character identifier. This must be different for every FFGL plugin
The App class MUST be derived from ofFFGLApp. If you want to convert an existing openFrameworks app to FFGL, simply change the derivation from ofBaseApp to ofFFGLApp.
To add custom parameters go to the constructor of the class, and use the custom functions in ofFFGLApp:
addFloatParameter( const char name, float address, float min = 0.0f, float max = 1.0f ); addBoolParameter( const char name, bool address ); addStringParameter( const char name, std::string address ); addCStringParameter( const char name, char address );
example: addFloatParameter("test float", &myFloat, 0.0f, 100.0f );
the variable passed to add…Parameter MUST be declared in the class, since we are passing in it's address.
At this point any variable linked with the plugin will be automatically modified by the host.
If you want to do something when a parameter changes, it is possible to ovverride the function virtual void onParameterChanged( ofFFGLParameter * param )
you can test the name or the address of the parameter to know which one has changed.
Once the plugin is compiled, move the .bundle ( on Mac ) or the .dll file ( on Windows ) to the plugin directory of the host.
For an FFGL host, check out Resolume @ http://www.resolume.com In the Video Preferences you can specify the directories where resolume searches for plugins at startup.
For a openFrameworks FreeFrame host check out http://github.com/prisonerjohn/openFrameworks/tree/master/addons/ofxFreeFrame/
... This should be it