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2017-05-11Allow building the game engine with core profileDalai Felinto
Note: This is not about functionality, but about using the same stub file we are using in Blender for the game engine.
2016-06-11BGE: Various render improvements.Benoit Bolsee
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)
2015-07-12BGE Clean-up: New EXP prefix for the BGE Expression moduleJorge Bernal
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2013-11-04BGE Rasterizer Cleanup: Cleaning up some includes.Mitchell Stokes
2013-04-11code cleanup: unused vars, make other vars static.Campbell Barton
2013-04-05correction to previous warning cleanup, also quiet shadow-warning for ↵Campbell Barton
thumbnail `size`
2013-04-05code cleanup: bge warningsCampbell Barton
2013-03-25code cleanup:Campbell Barton
- remove unused defines. - quiet some shadow warnings. - bevel, ifdef out some asserts that are too common. - style
2012-11-21py api cleanup, replace use...Campbell Barton
- PyLong_FromSsize_t --> PyLong_FromLong - PyLong_AsSsize_t --> PyLong_AsLong In all places except for those where python api expects PySsize_t (index lookups mainly). - use PyBool_FromLong in a few areas of the BGE. - fix incorrect assumption in the BGE that PySequence_Check() means PySequence_Fast_ functions can be used.
2012-11-18code cleanup: gpl header update (formatting)Campbell Barton
2012-11-03style cleanup: tabs & whitespaceCampbell Barton
2012-10-21BGE VideoTexture: add depth buffer access to ImageViewport and ImageRender.Benoit Bolsee
2 new attributes to ImageViewport and ImageRender object: depth: set to True to retrieve the depth buffer as an array of float (not suitable for texture source). zbuff: set to True to retrieve the depth buffer as a grey scale pixel array (suitable for texture source). A new mode 'F' is added to VideoTexture.imageToArray() to allow returning the image buffer as a one dimensional array of float. This mode should only be used to retrieve the depth buffer of ImageViewport and ImageRender objects. Example: viewport = VideoTexture.ImageViewport() viewport.depth = True depth = VideoTexture.imageToArray(viewport,'F') # show depth of bottom left pixel # 1.0 = infinite, 0.0 = on near clip plane. print(depth[0])
2012-09-16style cleanupCampbell Barton
2012-06-17code cleanup: includes, also correct some py example typosCampbell Barton
2012-03-09- MSVC doesn't have log2f functionSergey Sharybin
- Fix misusage of new [] and delete in BGE.
2012-03-01Spelling CleanupCampbell Barton
2012-02-04BGE bug #29133: Render to Texture not working. Fixed by using same viewport ↵Benoit Bolsee
to render and capture.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-01whitespace bge editsCampbell Barton
2011-02-25doxygen: gameengine/VideoTexture tagged.Nathan Letwory
2011-01-09use PySequence_Size() rather then PySequence_Length(), this is only kept in ↵Campbell Barton
python for backwards compatibility.
2010-02-22VideoTexture: improvements to image data access API. Benoit Bolsee
- Use BGL buffer instead of string for image data. - Add buffer interface to image source. - Allow customization of pixel format. - Add valid property to check if the image data is available. The image property of all Image source objects will now return a BGL 'buffer' object. Previously it was returning a string, which was not working at all with Python 3.1. The BGL buffer type allows sequence access to bytes and is directly usable in BGL OpenGL wrapper functions. The buffer is formated as a 1 dimensional array of bytes with 4 bytes per pixel in RGBA order. BGL buffers will also be accepted in the ImageBuff load() and plot() functions. It is possible to customize the pixel format by using the VideoTexture.imageToArray(image, mode) function: the first argument is a Image source object, the second optional argument is a format string using the R, G, B, A, 0 and 1 characters. For example "BGR" means that each pixel will be 3 bytes, corresponding to the Blue, Green and Red channel in that order. Use 0 for a fixed hex 00 value, 1 for hex FF. The default mode is "RGBA". All Image source objects now support the buffer interface which allows to create memoryview objects for direct access to the image internal buffer without memory copy. The buffer format is one dimensional array of bytes with 4 bytes per pixel in RGBA order. The buffer is writable, which allows custom modifications of the image data. v = memoryview(source) A bug in the Python 3.1 buffer API will cause a crash if the memoryview object cannot be created. Therefore, you must always check first that an image data is available before creating a memoryview object. Use the new valid attribute for that: if source.valid: v = memoryview(source) ... Note: the BGL buffer object itself does not yet support the buffer interface. Note: the valid attribute makes sense only if you use image source in conjunction with texture object like this: # refresh texture but keep image data in memory texture.refresh(False) if texture.source.valid: v = memoryview(texture.source) # process image ... # invalidate image for next texture refresh texture.source.refresh() Limitation: While memoryview objects exist, the image cannot be resized. Resizing occurs with ImageViewport objects when the viewport size is changed or with ImageFFmpeg when a new image is reloaded for example. Any attempt to resize will cause a runtime error. Delete the memoryview objects is you want to resize an image source object.
2010-02-07BGE: add audio/video synchronization capability to VideoTextureBenoit Bolsee
Add optional parameter to VideoTexture.Texture refresh() method to specify timestamp (in seconds from start of movie) of the frame to be loaded. This value is passed down to image source and for VideoFFmpeg source, it is used instead of current time to load the frame from the video file. When combined with an audio actuator, it can be used to synchronize the sound and the image: specify the same video file in the sound actuator and use the KX_SoundActuator time attribute as timestamp to refresh: the frame corresponding to the sound will be loaded: GameLogic.video.refresh(True, soundAct.time)
2009-08-10remove python2.x supportCampbell Barton
2009-06-29BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.xCampbell Barton
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2008-12-142.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17434:HEAD
2008-11-26VideoTexture: new ImageRender class for Render To TextureBenoit Bolsee
The new class VideoTexture.ImageRender() is available to perform render to texture in the GE. Constructor: VideoTexture.ImageRender(scene,cam) cam : camera object that will be used for the render. It must be an inactive camera. scene: reference to the scene that will be rendered. The camera must be part of that scene. Returns an object that can be used as a source of a VideoTexture.Texture object Methods: none Attributes: background: 4-tuple representing the background color of the rendering as RGBA color components, each component being an integer between 0 and 255. Default value = [0,0,255,255] (=saturated blue) Note: athough the alpha component can be specified, it is not supported at the moment, the alpha channel of the rendered texture will always be 255. You can however introduce an alpha channel by appending a FilterBlueScreen() filter, it will set the alpha to 0 (transparent) on all pixels that were not rendered. capsize: 2-tuple representing the size of the render area as [x,y] number of pixels. Default value = largest rectangle with power of 2 dimensions that fits in the canvas You may want to reduce the render area to increase performance. For example, a render area of [256,128] is probably sufficient to implement a car inner mirror. For best performance, use power of 2 dimensions and don't set any filter: this allows direct transfer between the GPU frame buffer and texture memory without going through the host. alpha: Boolean indicating if the render alpha channel should be copied to the texture. Default value: False Experimental, do not use. whole: Boolean indicating if the entire canvas should be used for the rendering. Default value: False Note: There is no reason to set this attribute to True: the rendering will in any case be scaled down to the largest rectangle with power of 2 dimensions before transfering to the texture. Attributes inherited from the ImageBase class: image : image binary data, read-only size : [x,y] size of the texture, read-only scale : set to True for fast scale down in case the render area dimensions are not power of 2 flip : set to True for vertical flip. filter: set a post-processing filter on the render. Notes: * Aspect Ratio For consistent results in Blender and Blenderplayer, the same aspect ratio used by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y) is also used during the rendering. You can control the portion of the scene that will be rendered by "looking through the camera": the zone inside the outer dotted rectangle will be rendered to the texture. In order to reproduce the scene without X/Y distortion, you must apply the texture on an object or portion of object that has the same aspect ratio. * Order of rendering The rendereing is performed when you call the refresh() method of the parent Texture object. This happens outside the normal frame rendering and will have no effect on it. However, if you want to use ImageViewport and ImageRender at the same time, be sure to refresh the viewport texture before the render texture because the latter will destroy the frame buffer that is used by the former to update the texture. * Scene status The meshes are not updated during the render to texture: the rendered texture is one frame late to the rendered frame with regards to mesh deformation. * Example: cont = GameLogic.getCurrentController() # object that receives the texture obj = contr.getOwner() scene = GameLogic.getCurrentScene() # camera used for the render tvcam = scene.getObjectList()['OBtvcam'] # assume obj has some faces UV assigned to tv.png matID = VideoTexture.materialID(obj, 'IMtv.png') GameLogic.tv = VideoTexture.Texture(obj, matID) GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam) GameLogic.tv.source.capsize = [256,256] # to render the texture, just call GameLogic.tv.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-04VideoTexture: fix RGB/BGR confusion, make code compatible with big endian ↵Benoit Bolsee
CPU, add RGBA source filter.
2008-11-04VideoTexture: Bug report #17946: add (char*) casting to fix compile error ↵Benoit Bolsee
with Python get-set method and module object.
2008-11-02VideoTexture: fix compile error with GLint in ImageViewport under osx, part 2Benoit Bolsee
2008-11-02VideoTexture: fix compile error with GLint in ImageViewport under osx.Benoit Bolsee
2008-11-02VideoTexture: use PyObjectPlus.h instead of Python.h for compatibility with ↵Benoit Bolsee
Python2.3
2008-11-01VideoTexture module.Benoit Bolsee
The only compilation system that works for sure is the MSVC project files. I've tried my best to update the other compilation system but I count on the community to check and fix them. This is Zdeno Miklas video texture plugin ported to trunk. The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html) EXCEPT for the following: The module name is changed to VideoTexture (instead of blendVideoTex). A new (and only) video source is now available: VideoFFmpeg() You must pass 1 to 4 arguments when you create it (you can use named arguments): VideoFFmpeg(file) : play a video file VideoFFmpeg(file, capture, rate, width, height) : start a live video capture file: In the first form, file is a video file name, relative to startup directory. It can also be a URL, FFmpeg will happily stream a video from a network source. In the second form, file is empty or is a hint for the format of the video capture. In Windows, file is ignored and should be empty or not specified. In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394. The user specifies the type of device with the file parameter: [<device_type>][:<standard>] <device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l' <standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc' The driver name is constructed automatically from the device types: v4l : /dev/video<capture> dv1394: /dev/dv1394/<capture> If you have different driver name, you can specify the driver name explicitely instead of device type. Examples of valid file parameter: /dev/v4l/video0:pal /dev/ieee1394/1:ntsc dv1394:ntsc v4l:pal :secam capture: Defines the index number of the capture source, starting from 0. The first capture device is always 0. The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1. rate: the capture frame rate, by default 25 frames/sec width: height: Width and height of the video capture in pixel, default value 0. In Windows you must specify these values and they must fit with the capture device capability. For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480, you must specify one of these couple of values or the opening of the video source will fail. In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height. Simple example ************** 1. Texture definition script: import VideoTexture contr = GameLogic.getCurrentController() obj = contr.getOwner() if not hasattr(GameLogic, 'video'): matID = VideoTexture.materialID(obj, 'MAVideoMat') GameLogic.video = VideoTexture.Texture(obj, matID) GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg') # Streaming is also possible: #GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg') GameLogic.vidSrc.repeat = -1 # If the video dimensions are not a power of 2, scaling must be done before # sending the texture to the GPU. This is done by default with gluScaleImage() # but you can also use a faster, but less precise, scaling by setting scale # to True. Best approach is to convert the video offline and set the dimensions right. GameLogic.vidSrc.scale = True # FFmpeg always delivers the video image upside down, so flipping is enabled automatically #GameLogic.vidSrc.flip = True if contr.getSensors()[0].isPositive(): GameLogic.video.source = GameLogic.vidSrc GameLogic.vidSrc.play() 2. Texture refresh script: obj = GameLogic.getCurrentController().getOwner() if hasattr(GameLogic, 'video') != 0: GameLogic.video.refresh(True) You can download this demo here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg