Age | Commit message (Collapse) | Author |
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
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Display lists are not part of modern OpenGL.
Only BGE used this, and I forced those uses to false. Commented out old BGE logic for reference.
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Note: This is not about functionality, but about using the same stub file
we are using in Blender for the game engine.
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Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks.
Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
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This patch moves the PrintHardwareInfo() function in standalone only, not in embedded. Why? Because you can need this infos for debugging
purpose in "compiled" blender files but it was boring to have it displayed each time you launched embedded. So you can have this infos when you
click standalone or when you run your executable app from a console.
Reviewers: moguri, kupoman, panzergame.
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bge.logic.setRender(flag) to enable/disable render.
The render pass is enabled by default but it can be disabled with
bge.logic.setRender(False).
Once disabled, the render pass is skipped and a new logic frame starts
immediately. Note that VSync no longer limits the fps when render is off
but the 'Use Frame Rate' option in the Render Properties still does.
To run as many frames as possible, untick the option
This function is useful when you don't need the default render, e.g.
when doing offscreen render to an alternate device than the monitor.
Note that without VSync, you must limit the frame rate by other means.
fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
Use this method to create an offscreen buffer of given size, with given MSAA
samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
retrieve the frame buffer on the host and the latter if you want to pass the render
to another context (texture are proper OGL object, render buffers aren't)
The object created by this function can only be used as a parameter of the
bge.texture.ImageRender() constructor to send the the render to the FBO rather
than to the frame buffer. This is best suited when you want to create a render
of specific size, or if you need an image with an alpha channel.
bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
Without arg, the refresh method of the image objects is pretty much a no-op, it
simply invalidates the image so that on next texture refresh, the image will
be recalculated.
It is now possible to pass an optional buffer object to transfer the image (and
recalculate it if it was invalid) to an external object. The object must implement
the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
depending on format argument (only those 2 formats are supported) and ts is an
optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
With this function you don't need anymore to link the image object to a Texture
object to use: the image object is self-sufficient.
bge.texture.ImageRender(scene, camera, fbo=None)
Render to buffer is possible by passing a FBO object (see offScreenCreate).
bge.texture.ImageRender.render()
Allows asynchronous render: call this method to render the scene but without
extracting the pixels yet. The function returns as soon as the render commands
have been send to the GPU. The render will proceed asynchronously in the GPU
while the host can perform other tasks.
To complete the render, you can either call refresh() directly of refresh the texture
to which this object is the source. Asynchronous render is useful to achieve optimal
performance: call render() on frame N and refresh() on frame N+1 to give as much as
time as possible to the GPU to render the frame while the game engine can perform other tasks.
Support negative scale on camera.
Camera scale was previously ignored in the BGE.
It is now injected in the modelview matrix as a vertical or horizontal flip
of the scene (respectively if scaleY<0 and scaleX<0).
Note that the actual value of the scale is not used, only the sign.
This allows to flip the image produced by ImageRender() without any performance
degradation: the flip is integrated in the render itself.
Optimized image transfer from ImageRender to buffer.
Previously, images that were transferred to the host were always going through
buffers in VideoTexture. It is now possible to transfer ImageRender
images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
if the attributes of the ImageRender objects are set as follow:
flip=False, alpha=True, scale=False, depth=False, zbuff=False.
(if you need to flip the image, use camera negative scale)
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A new option '-a' can be passed to the blenderplayer. It forces the
framebuffer to have an alpha channel.
This can be used in VideoTexture to return a image with alpha channel
with ImageViewport (provided alpha is set to True on the ImageViewport
object and that the background color alpha channel is 0, which is the
default).
Without the -a option, the frame buffer has no alpha channel and
ImageViewport always returns an opaque image, no matter what.
In Linux, the player window will be rendered transparently over
the desktop.
In Windows, the player window is still rendered opaque because
transparency of the window is only possible using the 'compositing'
functions of Windows. The code is there but not enabled (look for
WIN32_COMPOSITING) because 1) it doesn't work so well 2) it requires
a DLL that is only available on Vista and up.
give precedence to AA over Swap copy:
Certain GPU (intel) will not allow MSAA together with swap copy.
Previously, swap copy had priority over MSAA: fewer AA samples would be
chosen if it was the condition to get swap copy. This patch reverse the
logic: swap copy will be abandonned if another swap method (undefined or
exchange) will provide the number of AA samples requested. If no AA
samples is requested, swap copy still has the priority of course.
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This class did nothing but print out extensions if they were found.
Instead, the code from bge.logic.PrintGLInfo() is now printed as the
Rasterizer is initialized. This gives better information, and it removes
some GL code from KX_PythonInit.cpp (the PrintGLInfo method now calls
the Rasterizer to print the information).
Differential Revision: https://developer.blender.org/D438
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The only use we had for RAS_StorageIM was to render derived meshes using
Blender's mesh drawing. This is now handled as a special case in
RAS_OpenGLRasterizer instead of in RAS_StorageIM.
We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment
vertex arrays are still the default since our vertex array with display
lists implementation is still much faster than our VBO code in a lot of
cases. As we improve our VBO code, we can drop vertex arrays since
Blender's minimum OpenGL version is being bumped up to 2.1, which
supports VBOs.
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script.
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Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
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- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
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- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
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out from local functions)
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Caused by rBb5b359b48f7f35a79b3eec, better to try a full build before pushing that type of commit. :/
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OpenGL is detected:
Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.
There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.
For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)
The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.
Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.
A user preference flag is provided to turn the warning off.
Now stop posting those bug reports without installing a driver first -
please?
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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conversion code will probably be needed.
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functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
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on some ATI cards?
Disabling display lists for legacy ATI cards since they don't support display lists well.
Also removing an unused variable from the display list rasterizer.
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This will make transitions from older versions of Blender easier since VSYNC_ON
will be the default. This could have been changed in a do_version, but the vsync
code has yet to see an official release, so I figured this would be a bit nicer.
Also, this makes VSYNC_ON the default for new scenes as well.
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adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
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standalone" reported by Florian Schneider (drjaska).
The Blenderplayer wasn't initializing 3D audio settings from the scene settings like the embedded player was.
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Removed a function call with no effect and merged two other lines for legibility.
This commit was reviewed by Moguri.
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Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
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now, with a 'resize' routine for the engine we can/should also recreate some
buffers that are created only at init time (e.g., 2d filters, dome fbos, ...).
This bug was always present in Blender (since 2.49 at least).
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
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changing the screen resolution wasn't still allowed for larger virtual desktops.
added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
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Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:
1) Fix up their materials so they are properly using textures
2) Disable the material caching and take a speed hit during conversion time
Regardless of the setting, caching is always enabled for GLSL materials.
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include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
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"fixedtime," but the player was actually looking for "fixed_framerate." Since fixedtime doesn't have a fixed framerate, but a fixed time step, I change the player to look for the documented flag, "fixedtime," which makes more sense.
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Allowing the Blenderplayer to break 100fps by making it less dependent on Ghost's messages.
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..............................................
svn merge ^/branches/soc-2011-cucumber -r 38968,38970,38973,39045,40845
Notes:
======
* we replaced fullscreen by playerflag in DNA_scene.types.h. So no doversion here, I think this is a small reversion can't see any potential problem in forcuing users to re-check fullscreen. If the file is really old (<250) it will doversion though;
* (for after commit) it would be nice to gray out the width/height when desktop=True
* for a rainy day: it would be nice to have other ghost modes (e.g. screensaver) to support desktop + MSAA as well. It's not a huge deal given that I don't even know if anything else work (apart from windowed, fullscreen and embed) but it doesn't hurt to have it updated as well.
* there is something strange with outliner. I think space_outliner merge-info is not in sync with the ^/ folder. It's probably a wrong merge early in cucumber.
Commit Logs:
===========
# 40845 by dfelinto
remove desktop and fullscreen properties. They are both part of playerflag now
also I removed the fullscreen from the DNA completely. I don't think we need doversion that..
#39045 by kupoman
The Desktop option is now greyed out when fullscreen is not checked rather than disappearing from the UI completely.
#38973 by kupoman
Adding a checkbox to the UI to allow the full screen Blender Player to use the current desktop resolution instead of the resolution setting.
#38970 by kupoman
Multisampling now works in a fullscreen Blender Player.
#38968 by moguri
Committing a patch from Mitchell Stokes (Moguri) to include a setting in the UI for the Blenderplayer multisampling.
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Blenderplayer from crashing on exit and restart.
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---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
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http://markmail.org/message/fp7ozcywxum3ar7n
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changed material mode
http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306
Game Actuator (restart or load a new file) will not keep some settings alive (as
we had in 2.49).
In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set
those settings. That was causing the blender file to change if you change the
material mode from the game.
In 2.5 this never worked, and the implementation was buggy (it's relying in the
scene settings, which get reset ever time we restart/load a new file).
My idea for fixing this is to create a new struct (GlobalSettings) where we
store any setting to be preserver during the course of the game. This is
specially important for options that require the game to restart/load new file
(graphic ones). But it later can be expanded to support other things such as
audio settings (e.g. volume), ...
I'm also planning to expand it for stereo and dome settings, but I prefer to
first get this committed and then build a new patch on top of that.
I had some problems in finding a correct way for build/link the blenderplayer
changes, so although it's working I'm not sure this is the best code (e.g. I
couldn't make forward declaration to work in GPG_Application.h for the struct
GlobalSettings so I ended up including KX_KetsjiEngine.h)
[note: I talked with Brecht and he find this is an ok solution. He implemented
it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution]
[also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
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