Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2010-04-11py api file renameCampbell Barton
- prefix mathutils api. - 2 blf.c files (annoying for debugging) - py api docs ignore keying sets as with operators.
2010-03-29VideoTexture: clean previous commit.Benoit Bolsee
2010-03-28VideoTexture: fix video capture lagging when CPU is busy. This problem was ↵Benoit Bolsee
caused by special frame handling that was appropriate for video streaming but not for video capture: drift compensation and no frame skipping. Disable that for video capture to take into account the realtime nature of video.
2010-03-20BGE: bindId property in VideoTexture.Texture (to get the openGL id of the ↵Dalai Felinto
texture) Now if you have a VideoTexture.Texture you can use its id and draw it with bgl The Id is only going to be valid if the obj you are getting the VideoTexture.Texture from has a valid texture. In the examples you will see them as planes, that become invisible at load time, but are needed to validate the texture id. This is a simple example file: http://blenderecia.orgfree.com/blender/bind_id_simple.blend And a (much) more advanced one: http://blenderecia.orgfree.com/blender/bind_id.blend (get also this image and save it to the same folder of your blend file - http://blenderecia.orgfree.com/blender/mask.png ) Benoit, I couldn't decide on better names so for now I'm glad with this one.
2010-02-28make BGL and BLF modile names lowercaseCampbell Barton
2010-02-27VideoTexture: optional arguments to ImageBuff constructor.Benoit Bolsee
ImageBuff([width,height[,color[,scale]]]) width, height: size of buffer in pixel. default: buffer not allocated. color: initial value of RGB channels. Alpha channel is 255. Possible values: 0(black=default) -> 255 (white) scale: True or False to enable or disable fast scaling default: False This constructors eliminates the need to use the load function when you just want to initialize the image buffer to black or white.
2010-02-26use negate_v3 rather then multiplying a vector by -1.0 (no functional changes)Campbell Barton
2010-02-26VideoTexture: fix a bug with AV sync that was causing a loss of sync in case ↵Benoit Bolsee
of rewind to the begining of the file.
2010-02-22fix for typoCampbell Barton
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.
2010-02-16[#18961] Use const char * where appropriate (2.5)Campbell Barton
from Sean Bartell (wtachi) added own changes bpy_props.c
2010-02-12correct fsf addressCampbell Barton
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)
2010-02-07Adjust priorities so game engine will link (VideoTex after Ketsji)Martin Poirier
2009-12-08BGE: Add plot method to VideoTexture.ImageBuff class.Benoit Bolsee
Synopsis: plot(brush,width,height,x,y,mode) plot(imgbuff,x,y,mode) The first form uses a byte array containing the brush shape. The second form uses another ImageBuff object as a brush. The ImageBuff object must be initialized before you can call these methods. Use load(rgb_buffer,sizex,sizey) method to create an image buffer of given size (with alpha channel set to 255). The brush is plotted directly in the image buffer. The texture is updated only when the VideoTexture.Texture parent object is refreshed: this will download the image buffer to the GPU. brush: Byte array containing RGBA data to be plotted in image buffer. The data must be continuous in memory, organized row by row starting from lower left corner of the image. Each pixel is 4 bytes representing RGBA data in that order. width: Horizontal size in pixels of image in brush. height: Vertical size in pixels of the image in brush. imgbuff:Another ImageBuff object that is used as a brush. The object must have been initialized first with load(). x: Horizontal position in pixel from left side of the image buffer where the brush will be plotted. The brush is plotted on pixels positions x->x+width-1. Clipping is performed if the brush falls partially outside the image buffer. y: Vertical position in pixel from bottom side of the image buffer where the brush will be plotted. mode: Mode of drawing. Use one of the following value: 0 : MIX 1 : ADD 2 : SUB 3 : MUL 4 : LIGHTEN 5 : DARKEN 6 : ERASE ALPHA 7 : ADD ALPHA 1000 : COPY RGBA (default) 1001 : COPY RGB 1002 : COPY ALPHA Modes 0 to 7 are 'blend' modes: the brush pixels are combined with the image pixel in various ways. Refer to Blender documentation to learn more about these modes.
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-02* due to the setup of headers in mingw 4.4.0, includes could mess up. Making ↵Nathan Letwory
sure that windows.h isn't included where it shouln't (outside of __cplusplus)
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-25* some fixes to have scons/mingw compile the sources too, even with ↵Nathan Letwory
BF_DEBUG=1 and WITH_BF_GAMEENGINE=1
2009-09-06* cleaning up warnings (mostly windows). A collection of other warning fixes ↵Nathan Letwory
too (undefined function, assuming int, etc.) This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
2009-09-06white space commit. (2 spaces -> tab).Campbell Barton
Was annoying to use a different editor for cmake only. theeth says this should be ok with gsoc and merges from branches.
2009-09-05== SCons ==Nathan Letwory
* bring back 'player' libtype, after investigation with ideasman. scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-04== SCons ==Nathan Letwory
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04== SCons ==Nathan Letwory
* first working changes to get blenderplayer linking * blenderplayer/ moved into source/ (CMakeLists.txt changed for that too) * added externs for bprogname to gp_ghost, so that it links properly
2009-09-02== SCons ==Nathan Letwory
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-08-22[#19226] (2.5) blender uses deprecated 'strstream' STL class, causes ↵Campbell Barton
warnings with gcc thanks to Mauro Toffanin (equilibrium) This is the only place where strstream were used.
2009-08-19- fix for BGE warningsCampbell Barton
- when C++ uses guardedalloc SYS_DeleteSystem was called after MEM_printmemlist(), making it look like there was a leak.
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-08-10remove python2.x supportCampbell Barton
2009-07-16SConsNathan Letwory
* ensure all SConscripts are ready for win64-vc (where necessary). * ensure we have proper _DEBUG flag for Python when we're doing a debug build. * some cleaning up of linking etc. * ensure /EHsc is there for game engine modules.
2009-06-29BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.xCampbell Barton
2009-06-16svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928Campbell Barton
Sequencer changes from source/blender/src coming next
2009-06-16BGE Py APICampbell Barton
* Removed modules Expression and CValue, neither were ever available. * Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced). * resetting the original blend file path didint work (own fault == -> =) * Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules, Looks like they want us to use init-tab array, but this doesn't suit us since it needs to be setup before python is initialized. * Documented GameLogic.globalDict
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.
2009-06-07BGE VideoTexture: fix VideoFFmpeg range attribute + error message.Benoit Bolsee
2009-05-26BGE VideoTexture: VideoFFmpeg was missing a rewind function: rename stop() ↵Benoit Bolsee
to pause() and add stop() that will also reset the frame counter.
2009-05-26Misc warningsCampbell Barton
- Removed/Commented some unused vars - CValue::GetPropertyText() could return a temp reference to a variable on the stack, option wasnt used anywhere so removed. - KX_ConstraintWrapper::GetConstraintId allows args but ignored them - KX_ConstraintWrapper::PySetParam didnt return NULL on an error (messing up pythons exceptions). - BLI_natstrcmp didnt return 0 when the while loop exited
2009-05-25VideoTexture: exception in C++ was not returning an error in Python. Added ↵Benoit Bolsee
function name ini PyArg_ParseTuple.
2009-05-23BGE: fix memleaks.Benoit Bolsee
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end. KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light. KX_GameActuator: Global dictionary buffer was not deleted after saving. KX_MotionState: The motion state for compound child was not deleted KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak. After these fix, YoFrankie runs without memleak.
2009-05-07BGE performance, 3rd round: culling and rasterizer.Benoit Bolsee
This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
2009-05-07python3 compatibility for the BGE api, this only works with scons when ↵Campbell Barton
WITH_BF_NOBLENDER is enabled. Mathutils, Geometry and BGL modules are currently disabled with python3
2009-04-30python modules in the game engine could point to builtin modules like ↵Campbell Barton
GameLogic that was cleared. I added module clearing before there was checks for invalid python objects, so now its not needed for BGE Builtin types at least. also made the builtin modules get re-used if they already exist and clear all user modules when the game engine finishes so with Module-Py-Controllers the referenced modules are at least up to date when pressing Pkey.
2009-04-29ifdef's for future py3 support, after this adding py3 can mostly be done ↵Campbell Barton
with defines or batch renaming funcs (with the exception of CListValue slicing) . No changes for py2.x.
2009-04-26BGE: Fix Orthographic mode and viewport scalingBenoit Bolsee
- the BGE now uses correct glOrtho projection whe camera is in orthographic mode -
2009-04-21BGE VideoTexture: fix bug with VideoTexture.materialID() since recent commit.Benoit Bolsee
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.
2009-04-20BGE Python APICampbell Barton
- More verbose error messages. - BL_Shader wasnt setting error messages on some errors - FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes. - Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
2009-04-19BGE Python APICampbell Barton
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource. The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject. This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python. Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases. Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time. When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error). - This replaces the m_zombie bool and IsZombie() tests added recently. In python return values that used to be.. return value->AddRef(); Are now return value->GetProxy(); or... return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
2009-04-18Added m_zombie to the base python class (PyObjectPlus), when this is set all ↵Campbell Barton
the subclasses will raise an error on access to their members. Other small changes... - KX_Camera and KX_Light didnt have get/setitem access in their PyType definition. - CList.from_id() error checking for a long was checking for -1 against an unsigned value (own fault) - CValue::SpecialRelease was incrementing an int for no reason. - renamed m_attrlist to m_attr_dict since its a PyDict type. - removed custom getattro/setattro functions for KX_Scene and KX_GameObject, use py_base_getattro, py_base_setattro for all subclasses of PyObjectPlus. - lowercase windows.h in VideoBase.cpp for cross compiling.
2009-04-14BGE: Occlusion culling and other performance improvements.Benoit Bolsee
Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional