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Binaries don't seem to work in MacOS

Open gpvillamil opened this issue 6 years ago • 7 comments

I've pointed my new install of Resolume 7 to the same folder of FFGL plugins that I used for Resolume 6, and the plugins don't appear.

This is MacOS Mojave 10.14.6 and Resolume 7.05

Perhaps needs to be updated to latest version of FFGL?

gpvillamil avatar Dec 02 '19 22:12 gpvillamil

@jorisdejong what did you do to update the Windows binaries other than change to VS2019? Is there a new version of FFGL we need to update to?

DanielArnett avatar Dec 02 '19 22:12 DanielArnett

I did not make any changes aside from updating the project version.

There is a new version of the SDK, but the core functionality, that your plugins are using, hasn’t changed.

On Mon, 2 Dec 2019 at 23:43, Daniel Arnett [email protected] wrote:

@jorisdejong https://github.com/jorisdejong what did you do to update the Windows binaries other than change to VS2019? Is there a new version of FFGL we need to update to?

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jorisdejong avatar Dec 02 '19 23:12 jorisdejong

TL;DR someone just needs to pull my latest commit and rebuild the OSX binaries.

It looks like Resolume updated to FFGL2.1 and any version of Resolume 7.0.3 or greater will need FFGL2.1. I updated the FFGL submodule, so now we just need to pull my latest commmit and build it. Unfortunately I can't at the moment (need to ssh into a remote machine that's turned off), so if anyone else gets to it before I can then send me a message.

DanielArnett avatar Dec 03 '19 01:12 DanielArnett

Hey @DanielArnett ! I'm having the same issue listed above with resolume 7 and the plugins not appearing in the effects folder. Has this issue been sorted out? Is there an alternate download I can use that will work? Thanks!

jamesBenja avatar Aug 29 '20 20:08 jamesBenja

Same issue. How would I build it?

giittyy avatar Oct 14 '20 00:10 giittyy

Unfortunately I don't have access to a Mac anymore, which is why these don't work.

The first step would be to get the AddSubtract example building from Resolume https://github.com/resolume/ffgl

Then slowly move my code into that project, first by changing the inputs and then eventually by copying the shader itself.

DanielArnett avatar Oct 14 '20 02:10 DanielArnett

are you able to install the macOS on your PC as a hackintosh? I'd love to get these working on Mac again. I'm not a programmer by trade, but I know enough to maybe get it working if I am guided. I do have an apple developer account and xcode.

onemoabyte avatar Mar 25 '21 02:03 onemoabyte

I'm thinking of having a go at getting this working. Actually I'm making a start now, but I should really stop distracting myself and get back to more urgent things soon...

If I manage to make some progress, I'll try to remember to post here.

xinaesthete avatar Jan 31 '23 11:01 xinaesthete

Small update: had some initial trouble getting example ffgl plugin to work, but have now managed https://github.com/resolume/ffgl/issues/89

xinaesthete avatar Jan 31 '23 12:01 xinaesthete

@onemoabyte More significant update: I have built a working (on my machine™️) version of EquiRotation. 🎉

I might arrange things a bit differently if I continue to work on this, but for now I've added a bundle of that to an ffgl fork: https://github.com/xinaesthete/ffgl-360/releases/tag/0.1

I don't work all that much with C++, did need a couple of minor alterations to get EquiRotation working - I changed sprintf_s to sprintf, CFreeFrameGLPlugin to CFFGLPlugin (as per ffgl 2.2). I think that was about it. I haven't really looked at the resulting visuals much - it did some plausibly wacky distortion on the non-equirectangular clip I tested it on, so I assume it's doing the right thing.

xinaesthete avatar Jan 31 '23 13:01 xinaesthete

I built the rest of the plugins https://github.com/xinaesthete/ffgl-360/releases/tag/0.2

Not tested at all yet. Entirely possible I made some mistake somewhere down the line and ended up with two copies of one with a different name or something, but hopefully should all be ok. LMK.

xinaesthete avatar Jan 31 '23 14:01 xinaesthete

Fantastic, thanks! I'll try them out sometime and get back to you.

DanielArnett avatar Jan 31 '23 18:01 DanielArnett

Great, nice to have a response.

I was thinking that there was an issue with the EquiRotation and seams along the edge of the image, but it seems that the problem was me not having the right 'maximise video' setting.

While I'm here, it seems there's no "360 To Flat" projection (possible via 360 To Fisheye -> Fisheye To Flat, so not a particular problem), is that right?

xinaesthete avatar Jan 31 '23 18:01 xinaesthete

I can get that working if you want. I wrote the math to go between all of the common projections (equirectangular, rectilinear, fisheye, cubemap, EquiAngularCubemap) to any other projection. If we had dropdown boxes we could just put all of this functionality into one plugin. This page of mine shows it working.

DanielArnett avatar Jan 31 '23 18:01 DanielArnett

p.s. I notice the built-in Resolume PolarKaleido effect in the equirectangular domain can do tiny-planet and some other related stuff I'd been vaguely meaning to play with a while ago.

xinaesthete avatar Jan 31 '23 19:01 xinaesthete

I can get that working if you want. I wrote the math to go between all of the common projections (equirectangular, rectilinear, fisheye, cubemap, EquiAngularCubemap) to any other projection. If we had dropdown boxes we could just put all of this functionality into one plugin. This page of mine shows it working.

Interesting, I'll be having a bit of a read through the source of that as well. It seems like it'd make sense to do it that way, not essential. It's fun having the separate stages for playing with stuff like PolarKaleido, but it wouldn't take away the ability to do any of that doing what you describe.

I'll definitely be having more of a read through your source for that site, interesting as a bit of a reference.

xinaesthete avatar Jan 31 '23 19:01 xinaesthete

I should probably try to merge my changes back into your repo and make a PR?

xinaesthete avatar Jan 31 '23 19:01 xinaesthete

Actually, it seem like depending on the composition resolution, there can be issues with loss of resolution as it goes through reprojection, and there'll be some overhead in having multiple instances (especially at higher resolutions) so there could be good reasons for being able to do as much of the maths in one pass as possible.

xinaesthete avatar Jan 31 '23 19:01 xinaesthete

Absolutely, and sometimes it's just easier to do multiple steps, especially when dealing with euler angles for rotations. Yeah I've just been putting this off because I haven't had an OSX dev environment in a while. I'll try to find some time to update this on windows.

Also yes a PR would be great.

On Tue, Jan 31, 2023 at 2:29 PM Peter Todd @.***> wrote:

Actually, it seem like depending on the composition resolution, there can be issues with loss of resolution as it goes through reprojection, and there'll be some overhead in having multiple instances (especially at higher resolutions) so there could be good reasons for being able to do as much of the maths in one pass as possible.

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DanielArnett avatar Jan 31 '23 19:01 DanielArnett

Slight problem when I try to clone with submodules

Submodule 'ffgl' (https://github.com/resolume/ffgl.git) registered for path 'ffgl/ffgl'
Submodule 'ffgl/ffgl1.5' (https://github.com/resolume/ffgl.git) registered for path 'ffgl/ffgl1.5'
Cloning into '/Users/petertodd/code/360-VJ/ffgl/ffgl'...
fatal: /Users/petertodd/code/360-VJ/.git/modules/ffgl already exists

To get the build working before, I ignored that and did as you suggested above: worked against a fork of ffgl, copied your code into there and did the various bits of xcode configuration and minor code edits needed.

I imagine the way it should be is something like a build/mac folder with .xcodeproj &co, with relative paths to ../../../ffgl equivalent to the VS config.

Once that is working, if we want to still be able to build against older versions of ffgl, I don't know if the change CFreeFrameGLPlugin -> CFFGLPlugin will cause any issues? For ref, this commit in resolume/ffgl. I assume it'd mean that you'd need to make that change on Windows as well.

In fact, what I might do next is try cloning the project on a Windows machine. If I don't have trouble with submodules, I can verify that the build breaks because of CFreeFrameGLPlugin not existing, and make a first PR just with that change to CFFGLPlugin.

I suppose if necessary we could have a #define for that depending on the ffgl version to build against, but I'm not strongly motivated to configure that and wouldn't have a way of testing it I don't think. I suppose anyone using older versions of Resolume or whatever would still be able to make do with the existing releases anyway.

xinaesthete avatar Feb 01 '23 10:02 xinaesthete

Thank you so much!! Equi rotation isn't seamless yet but all in all great work!!

philipkrueger avatar Feb 08 '23 10:02 philipkrueger

What do you mean not seamless? I've seen edges in how it wraps and removed them before. Can you post a screenshot?

DanielArnett avatar Feb 08 '23 16:02 DanielArnett

Bildschirm­foto 2023-02-08 um 19 50 53

philipkrueger avatar Feb 08 '23 18:02 philipkrueger

Nice I've seen that one in other projects, it's an easy fix in the shader. I'm still tracking this issue, I just need to sit down this weekend and look at it and the PR.

On Wed, Feb 8, 2023 at 1:52 PM Philip Krüger @.***> wrote:

[image: Bildschirm­foto 2023-02-08 um 19 50 53] https://user-images.githubusercontent.com/15050074/217624696-7ef5dc30-0bde-47b6-a3f1-98768028de7d.png

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DanielArnett avatar Feb 08 '23 20:02 DanielArnett

I found other minor bugs: Flat to 360: It seems that pixel colors from the border of the input image tint the surrounding of the output. I could solve it by adding a tiny vignette on the input but I think it should be just transparent in general. Bildschirm­foto 2023-02-08 um 20 00 24 360 to Fisheye: The output is stretched, not centred and some pixels on the top are cut Bildschirm­foto 2023-02-08 um 20 03 15 I'm on Arena 7.13.1, M1 Max 64, macOS 13.0

philipkrueger avatar Feb 09 '23 12:02 philipkrueger

The stretched output is by design, I wanted it to be the maximum resolution it could possibly be, then folks could stretch it down to a 1:1 ratio if needed.

Good bugs to find. I'm getting this built again. Visual Studio's being a pain, apparently it uninstalled some of my dependencies so I'm having to get the project set up again (even though I haven't touched VS since I last worked on this project).

On Thu, Feb 9, 2023 at 8:00 AM Philip Krüger @.***> wrote:

I found other minor bugs: Flat to 360: It seems that pixel colors from the border of the input image tint the surrounding of the output. I could solve it by adding a tiny vignette on the input but I think it should be just transparent in general. [image: Bildschirm­foto 2023-02-08 um 20 00 24] https://user-images.githubusercontent.com/15050074/217817228-ecdfe24d-1bd6-4007-8b9d-8a9acb5badca.png 360 to Fisheye: The output is stretched, not centred and some pixels on the top are cut [image: Bildschirm­foto 2023-02-08 um 20 03 15] https://user-images.githubusercontent.com/15050074/217819382-f3895689-f242-41b2-bb29-c1c344f8c29d.png I'm on Arena 7.13.1, M1 Max 64, macOS 13.0

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DanielArnett avatar Feb 09 '23 22:02 DanielArnett

Bildschirm­foto 2023-02-08 um 19 50 53

I really don't know Resolume at all well, but in my experience pressing the 'maximise video' button a few times seems to cycle through a few different modes, and in my case I didn't encounter a situation where I couldn't get a seamless result.

image

xinaesthete avatar Feb 11 '23 13:02 xinaesthete

I'm trying to get to this tonight if I can wrap up some other projects quick enough. But don't wait for me: what you can do now is this:

  • Before the effect gets applied, try stretching the layer slightly horizontally. See if that gets rid of the black line in the back.
  • Try the same stretch vertically and see if it gets rid of the circle in the top.

On Sat, Feb 11, 2023 at 8:29 AM Peter Todd @.***> wrote:

[image: Bildschirm­foto 2023-02-08 um 19 50 53] https://user-images.githubusercontent.com/15050074/217624696-7ef5dc30-0bde-47b6-a3f1-98768028de7d.png

I really don't know Resolume at all well, but in my experience pressing the 'maximise video' button a few times seems to cycle through a few different modes, and in my case I didn't encounter a situation where I couldn't get a seamless result.

[image: image] https://user-images.githubusercontent.com/674834/218260555-f705deb4-ff00-4b93-8060-af188e88c90c.png

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DanielArnett avatar Feb 11 '23 17:02 DanielArnett

My double-negative probably obscured the clarity of my last message - I'd noticed this earlier and was going to mention it, but I found that the problem seems to go away after clicking that button a couple of times (such that it is stretching to the extents of the frame before being fed to the equi-rotation, I think).

xinaesthete avatar Feb 11 '23 23:02 xinaesthete

Good to know.

Update from me: I got the plugins building again. I'm just basing this as tightly off of the ffgl example as possible, because Resolume is just going to keep breaking my plugins like they have a few times in the last 5 years.

I added some dropdown boxes so I can change input/output projections. This new effect will be able to convert between any pair of projections in the list [ Equirectangular, fisheye, flat (rectilinear), cubemap ]. I can add others pretty easily if anyone can point me to the math.

I'll keep chipping away at this and we should be able to get those other bugs fixed up as well. image image

DanielArnett avatar Feb 13 '23 13:02 DanielArnett