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F.O.R.G.E. (Steel)

Fusion Of Real-time Generative Effects

Steel version (PC executable)

Discover an engine where user-defined fragment shaders collide to produce stunning visuals.

FORGE preview

See Demo #1 - 1H and Demo #2 - Monitor View on YouTube.

Quick Start

FORGE default project is controlled with a KORG nanoKONTROL2.

Don't worry if you don't have one, the demo mode will still run great.

After you install the project, you can test run the following commands:

# demo mode, works out of the box
forge --demo
# see the monitor output
forge --demo --monitor-only
# open to another screen
forge --demo --screen=1
# open both output and monitor
forge --demo -screen=0 --monitor=1
# nanoKONTROL2 plugged, control the default project
forge
# nanoKONTROL2 plugged, add video devices
forge --video-in=/dev/video0 --video-in=/dev/video1
# run the sample projet and work on it
forge --project=./sample --hot-reload

What to do next

Here are some pointers if you want to customize your FORGE experience:

Table of Contents

What is FORGE ?

FORGE concept schema

FORGE is an graphical engine rendering a project into visuals.

Using OpenGL GLSL language, it talks to your graphic card to generate layers of textures defined by the fragment shaders and outputs it to your screen.

Here's a quick rundown of the process:

  1. Reads the forge_project.cfg defined in the project folder.
  2. Reads the .glsl files, including common parts while parsing them.
  3. Creates and links all the OpenGL elements (programs, uniforms, textures, framebuffers, etc.)
  4. Creates a GLFW window
  5. (optional) Connects to a MIDI controller (ALSA library) and read events to the background
  6. (optional) Opens a video device stream (V4L2 library) and read buffers in the background
  7. Updates context and pass it to the OpenGL programs (time, resolution, state, etc.)
  8. Renders each texture from its OpenGL program
  9. Renders window
  10. Repeat at step 7

Install

Requirements

library apt pacman
libglfw libglfw3-dev extra/glfw
libGL libgl-dev extra/libglvnd
libasound libasound2-dev extra/alsa-lib
libv4l2 libv4l-dev extra/v4l-utils
libbsd libbsd-dev extra/libbsd

From release

See Releases

tar xvzf forge-steel-x.y.z.tar.gz
cd forge-steel-x.y.z
./configure
make
make install

From repository (PKGBUILD)

git clone --recursive https://github.com/klemek/forge-steel
cd forge
makepkg -si

From repository (dev version)

git clone --recursive https://github.com/klemek/forge-steel
cd forge
aclocal
autoconf
automake --add-missing
./configure
make
make install

Usage

Runtime hotkeys

When running, the following hotkeys are available:

Hotkey Function
Esc Exit FORGE
R Randomize internal values
Shift + R Reset internal values to 0
D Demo mode On/Off
A Auto Random mode On/Off
/ Auto Random Cycle -/+ 1
/ BPM +/- 1
0-9 Load state 0 to 9
Shift + 0-9 Save state 0 to 9

These are configurable in the forge_project.cfg.

CLI arguments

usage: forge [-h] [-v] [-p=PROJECT_PATH] [-c=CFG_FILE] [-hr] [-s=SCREEN] [-m=SCREEN] [-mo] [-w] [-t=TEMPO] [-d] [-ar / -nar] [-arc=CYCLES] [-vi=FILE] [-vs=SIZE] [-is=SIZE] [-ls / -nls] [-ss / -nss] [-tm] [-tf] 

Fusion Of Real-time Generative Effects.

options:
  -h, --help                  show this help message and exit
  -v, --version               print version
  -p, --project               forge project directory (default: /usr/share/forge/default)
  -c, --config                config file name (default: forge_project.cfg)
  -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
  -w, --windowed              not fullscreen
  -t, --tempo                 base tempo (default: 60)
  -d, --demo                  demonstration mode (assume --no-save-state, --no-load-state, --auto-random)
  -ar, --auto-random          randomize state every cycle (4 beats)
  -nar, --no-auto-random      do not randomize state (default)
  -arc, --auto-random-cycle   auto random cycle length (default: 4)
  -vi, --video-in             path to video capture device (multiple allowed)
  -vs, --video-size           video capture desired height (default: internal texture height)
  -is, --internal-size        internal texture height (default: 720)
  -ls, --load-state           load saved state (default)
  -nls, --no-load-state       do not load saved state
  -ss, --save-state           save state (default)
  -nss, --no-save-state       do not save state
  -tm, --trace-midi           print midi code and values
  -tf, --trace-fps            print fps status of subsystems

Default Project

A.K.A Kleπek's shaders

FORGE come pre-loaded with a default project, the following explains how to use it.

Monitor and debug view

When opening the monitor view, here's what to expect:

A sample monitor view

On the bottom left corner, here's how to read the internal state:

How to read the debug view

nanoKONTROL2 layout for the default project

In order to control the default project, you can expect it to work with this layout:

nanoKONTROL2 layout for default project

In blue is a sample "stage" as most sources/effects use a combination of 4 stages (see table below)

⚠️ you'll need to change your nanoKONTROL2 settings to remove the "toggle" behavior of the buttons and use "external" led control. (Use the KORG KONTROL Editor and the provided data file to setup your controller.)

Available sources and effects

Working with pages and items, you can use the following predefined sources and effects:

P # SRC COL2 COL3 COL4 FX COL6 COL7 COL8
1 0 Feedback + Thru Hue Saturation Light Thru Hue Saturation Light
1 Lines Thick. / Dezoom Rotation Distortion Feedback + Shift Zoom / Dezoom X Shift Y Shift
2 Dots Zoom Rotation Lens Shift Zoom / Dezoom X Shift Y Shift
3 Circuit Zoom H. connect V. connect Colorize Black Color White Color Shift
4 Noise Zoom Voronoi dist. Details Quantize Pixel Size Bit Depth Blur
2 5 Video In 1 + Thru Hue Saturation Light Dithering Pixel Size Bit Depth Blur
6 CP437 Zoom Charset Char. Delta TV Lens Horz. Noise Dezoom
7 Sentences Zoom Sentence Vertical repeat Kaleidoscope Axes Rotation Horz. Scroll
8 Sentences repeat X Shift Sentence Vertical repeat CP437 Zoom Charset Char. Delta
9 Isometric grid Zoom Scroll Elevation Lens Lens limit Lens power Pre Zoom
3 A Video In 2 + Thru Hue Saturation Light Spill Bottom limit Top Limit Rotation
B Scales Zoom Shape Ripples Game Of Life Pixel Size Ruleset/Threshold Feedback
C Credenza Zoom Shape Ripples Sobel Filter Horz. filter Vert. filter Filter Size
D Cursor Size Pos X Pos Y Isometric Zoom Scroll Rotate
E (Random source) --- --- --- (Random effect) --- --- ---

See the printable version.

Making your own FORGE project

You want to embrace the "user" in "user-defined"? It's time to make your own project.

Starts with copying the sample project and make it your own with the following guide.

Then, writing code you can use the --hot-reload to watch your visuals as you design them.

forge --project=<project_dir> --hot-reload

forge_project.cfg

Every FORGE project starts with a forge_project.cfg.

We will not dig down all the variables here but feel free to read either:

Midi groups

FORGE allows you to send the midi data in the form of groups.

Each group has the following properties:

  • A number of layers with MIDI_X_ACTIVE_COUNT (default: 1)
  • Each midi code controlling how to change the active layer with MIDI_X_ACTIVE_Y
  • A number of codes with MIDI_X_COUNT
  • Each midi code controlling the active layer with MIDI_X_Y (as a vec3: _X / _Y / _Z)

States

FORGE allows to define a "state" to a fragment shader.

This combines several parameters:

  • SELECT_PAGE_COUNT (default: 1) + SELECT_PAGE_X: define midi codes for pages of item.
  • SELECT_ITEM_COUNT + SELECT_ITEM_X: define midi codes for items per page.
  • SELECT_FRAG_X: define midi codes to "select" a fragment shader.

The selected fragment shader will have its state updated with either:

Writing your fragment shaders

The core concept behind FORGE is the fragment shaders, here's how to write them.

Naming

Depending on your FRAG_COUNT (default: 1) and FRAG_FILE_PREFIX (default: frag), you will have to write files frag1.glsl up to fragX.glsl.

Minimal working code

Here is the minimal working fragment shader code, only outputting a black screen:

#version 460

in vec2 vUV;
out vec4 fragColor;

void main() {
    fragColor = vec4(0);
}

You don't have to consider the output, as long as its a out vec4 it will be either rendered to a framebuffer (then to a texture) or the output window, depending on your forge_project.cfg.

Uniforms

Every UNIFORM_XXX defined in the forge_project.cfg is injected into your code at runtime.

uniform float iTime; // the current time
uniform sampler2D iTex0; // texture 1 (0-based)
uniform sampler2D iTex9; // texture 10
uniform int iSeed1;
uniform vec3 iMidi2_3[7]; // midi group 2, layer 3, size 7
uniform vec3 iMidi3_1[2];

Working with #include

You dreamt it, FORGE made it real, you can now include glsl files to reduce their lengths.

Suppose you have a time.glsl file along side your frag1.glsl like so:

project/time.glsl

#define PI 3.1415927

uniform float iBeats;

float sinTime()
{
    return sin(iBeats * 2 * PI);
}

project/frag1.glsl

#version 460

in vec2 vUV;
out vec4 fragColor;

#include time.glsl

void main() {
    fragColor = vec4(sinTime());
}

Internally, FORGE will create the following fragment shader code:

#version 460

in vec2 vUV;
out vec4 fragColor;

#define PI 3.1415927

uniform float iBeats;

float sinTime()
{
    return sin(iBeats * 2 * PI);
}

void main() {
    fragColor = vec4(sinTime());
}

You can stack up to 63 #include as deeply as you want.

You're not sure you already included a file? Use preprocessors:

#ifndef TIME
#define TIME

// your code

#endif

Working with subroutines

Starting from OpenGL 4.6, GLSL language allows subroutine:

#version 460

in vec2 vUV;
out vec4 fragColor;

// SUB_TYPE_COUNT=1
// SUB_1_PREFIX=sub_

subroutine vec4 sub_function(vec2 vUV);

subroutine(sub_function) vec4 sub_1(vec2 vUV) {
  return vec4(0);
}

subroutine(sub_function) vec4 sub_2(vec2 vUV) {
  return vec4(1);
}

subroutine uniform sub_function current_sub;
// equivalent to this, but with function injection
uniform int iState1; // considering this is frag1.glsl

void main() {
    // current_sub will be either sub_1 or sub_2 depending
    // on the current "state" of this fragment shader
    fragColor = current_sub(vUV);
}

Frequently Asked Questions

Why "steel"?

FORGE is a concept which is intended to be derived onto other forms (like Raspberry PI). In order to differentiate between them each would be name after a different alloy.

FORGE (steel) describe the linux version.

I couldn't install FORGE on my computer

Verify you have the correct requirements installed.

Then if you continue to have problems, you can open an issue.

I didn't understand everything about your tutorial

Please open an issue describing what your having trouble with, I'll try to answer and update the README.

My nanoKontrol2 is acting strange

You may need to change your NanoKontrol2 settings to remove the "toggle" behavior of the buttons and use "external" led control.

Use the KORG KONTROL Editor and the provided data file to setup your controller.

How do I report a bug?

You're free to open a new issue in the Issues page.

Don't forget to add all information available to your bug (version, operating system, etc.).

Help I got low FPS on my video device

Unfortunately, V4L2 is very slow compared to driver-specific decoding.

You can check your device real FPS on V4L2 UCP or GTK UVC Viewer.

My video feed got strange lines

You need to decode the V4L2 YUYV format.

The code is available in the default project default/inc_yuyv.glsl

How do I change the default project built-in sentences?

The sentences are defined in default/inc_sentences.glsl.

The script scripts/sentences.py can help you update them.

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Description
Discover an engine where user-defined fragment shaders collide to produce stunning visuals.
Readme 18 MiB
2025-11-12 23:41:47 +01:00
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