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forge-steel/README.md
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2025-09-28 15:56:19 +02:00

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# F.O.R.G.E.
> **F**usion **O**f **R**eal **T**ime **G**enerative **E**ffects
TODO
## Install
### Prerequisites
* libglfw
* libGL
### From release
See [Releases](https://github.com/klemek/forge/releases)
```shell
tar xvzf forge-x.y.z.tar.gz
cd forge-x.y.z
./configure
make
make install
```
### From repository (PKGBUILD)
```shell
git clone --recursive https://github.com/klemek/forge
cd forge
makepkg -si
```
### From repository (dev version)
```shell
git clone --recursive https://github.com/klemek/forge
cd forge
aclocal
autoconf
automake --add-missing
./configure
make
make install
```
## CLI arguments
```txt
usage: forge [-h] [-v] [-hr] [-s=SCREEN] [-m=SCREEN] [-mo] [-f=DIR_PATH] [-fc=CFG_PATH] [-is=SIZE] [-mf=FACTOR] [-t=TEMPO] [--demo] [-w]
Fusion Of Real-time Generative Effects.
options:
-h, --help show this help message and exit
-v, --version print version
-hr, --hot-reload hot reload of shaders scripts
-s, --screen output screen number (default: primary)
-m, --monitor monitor screen number (default: none)
-mo, --monitor-only no output screen
-f, --frag fragment shaders directory (default: TODO)
-fc, --frag-config fragment shaders config file (default: TODO)
-is, --internal-size internal texture height (default: 720)
-mf, --monitor-factor monitor internal texture downscale factor (default: 3)
-t, --tempo base tempo (default: 60)
--demo demonstration mode
-w, --windowed not fullscreen
```
## Release guide
```shell
# get latest version
git pull origin master
# update configure.ac with new version
$EDITOR configure.ac
# make full build
make -f Makefile.dev release
# update PKGBUILD with new version and sha256 sum
sha256sum build/forge-x.y.z.tar.gzx
$EDITOR PKGBUILD
# push to repo
git commit -am "forge vX.Y.Z"
git tag vX.Y.Z
git push origin master --tags
# create release from tag on github
# attach .tar.gz to the github release
make -f Makefile.dev release-arch
# attach .pkg.tar.zst to the github release
```
## Roadmap
- [x] Basics
- [x] Create GLSL Window
- [x] Load static fragment shader into GLSL
- [x] Add default uniforms
- [x] Read fragment shader from file
- [x] Handle compilation errors
- [x] Minimal working fragment sample
- [x] Hot-reload fragment shader (with arg)
- [x] Specify fragment shader path
- [x] Force fullscreen
- [x] Select screen as argument / config
- [x] fps in window title
- [x] Clean code
- [x] Multi-stage shaders
- [x] Test 2 stages with render to texture
- [x] 2 in 2 fx 1 mix 1 fx layout
- [x] Include common code
- [x] 16 input + 16 fx definition and selection (with const param)
- [x] Feedback texture
- [x] Shaders config file
- [x] uniform config
- [x] fragment config
- [x] subroutines config
- [x] demo mode
- [x] random seed injected into shaders
- [x] internal texture size for speed
- [x] pass state as uniform
- [x] debug shader (and in monitor)
- [x] random mode / demo mode with R/D key
- [x] Clean code and fix things
- [ ] Midi
- [ ] Read Midi events
- [ ] Read midi mapping config file
- [ ] Write Midi events
- [ ] Save midi state
- [ ] State machine with A/B switch
- [ ] Tap-tempo feature
- [ ] Clean code and fix things
- [x] Video input
- [x] Fixed camera video
- [x] Pass video info to shaders
- [x] Sub process video reading
- [x] Shader based format mapping
- [x] Video mapping config file
- [x] Get first video size matching internal size
- [x] Other internal size for video
- [x] Pass input fps into shaders for debug
- [x] Clean code and fix things
- [x] Monitor screen
- [x] 2nd window
- [x] Use buffers as panels (INA A FXA / DEBUG A+B FXA+B / INB B FXB)
- [x] Clean code and fix things
- [x] Share openGL state between monitor and screen
- [ ] Other
- [ ] Clone "shaders" and config in system path at setup
- [ ] Find and fix opengl errors 0500 ?