Commit Graph

52174 Commits

Author SHA1 Message Date
5be4d0b328 Fix misleading indentation in ImBuf 2016-06-13 14:46:04 +02:00
f2c5ea2516 Fix own error w/ undefined behavior
This happened to work for me but caused issues on OSX.
2016-06-13 21:57:22 +10:00
617c4d6adb Fix glShadeModel being left flat in edit-mode draw 2016-06-13 19:21:46 +10:00
1883dbd8c3 Fix T48616: Auto-merge selects extra edges
Auto-merge caused all edges between selected vertices to be selected.
This only makes sense in vertex-select-mode.

Correct edge-flag merging code, which now merges flags from multiple edges.
2016-06-13 18:07:59 +10:00
055001111e Fix T48604: Crash on undo due to bad drawing code.
Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step.
This was broken, since delayed transp drawing list is always handled **before** delayed xray one.

After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base.

Also added asserts that those afterdraw list are empty at end of drawing step, should help
avoiding that kind of issue in future.
2016-06-12 17:06:50 +02:00
66b12ef4ab BLI_math: cleanup arg names
project functions arg naming made it hard to tell which vector was projected onto.
2016-06-12 15:39:04 +10:00
65df2fd997 bmesh py api: expose BM_face_calc_tangent_*
D1988 by @wisaac, with own edits and improvements.

This improves on existing tangent calculation functions too.

- BM_face_calc_tangent_auto: Chooses method based on number of sides, used by manipulator (not exposed to Python).
- BM_face_calc_tangent_edge: from longest edge.
- BM_face_calc_tangent_edge_pair: from longest edge-pair (most useful with quads).
- BM_face_calc_tangent_edge_diagonal: edge farthest from any vertex.
- BM_face_calc_tangent_vert_diagonal: vert farthest from any vertex.

Also optimize BM_vert_tri_calc_tangent_edge* functions to avoid sqrt.
2016-06-12 15:12:34 +10:00
eea89417f4 BGE: DeckLink card support for video capture and streaming.
You can capture and stream video in the BGE using the DeckLink video
   cards from Black Magic Design. You need a card and Desktop Video software
   version 10.4 or above to use these features in the BGE.
   Many thanks to Nuno Estanquiero who tested the patch extensively
   on a variety of Decklink products, it wouldn't have been possible without
   his help.
   You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink
   The full API details and samples are in the Python API documentation.

bge.texture.VideoDeckLink(format, capture=0):

   Use this object to capture a video stream. the format argument describes
   the video and pixel formats and the capture argument the card number.
   This object can be used as a source for bge.texture.Texture so that the frame
   is sent to the GPU, or by itself using the new refresh method to get the video
   frame in a buffer.
   The frames are usually not in RGB but in YUV format (8bit or 10bit); they
   require a shader to extract the RGB components in the GPU. Details and sample
   shaders in the documentation.
   3D video capture is supported: the frames are double height with left and right
   eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to
   sample the 3D frame when the BGE is also in stereo mode. This allows to composite
   a 3D video stream with a 3D scene and render it in stereo.
   In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional
   performance boost by using 'GPUDirect': a method to send a video frame to the GPU
   without going through the OGL driver. The 'pinned memory' OGL extension is also
   supported (only on high-end AMD GPU) with the same effect.

bge.texture.DeckLink(cardIdx=0, format=""):

   Use this object to send video frame to a DeckLink card. Only the immediate mode
   is supported, the scheduled mode is not implemented.
   This object is similar to bge.texture.Texture: you need to attach a image source
   and call refresh() to compute and send the frame to the card.
   This object is best suited for video keying: a video stream (not captured) flows
   through the card and the frame you send to the card are displayed above it (the
   card does the compositing automatically based on the alpha channel).
   At the time of this commit, 3D video keying is supported in the BGE but not in the
   DeckLink card due to a color space issue.
2016-06-11 22:26:05 +02:00
c0bf881ebf BL_Shader.setUniformEyef(name)
defines a uniform that reflects the eye being rendered in stereo mode:
    0.0 for the left eye, 0.5 for the right eye.
    In non stereo mode, the value of the uniform is fixed to 0.0.
    The typical use of this uniform is in stereo mode to sample stereo textures
    containing the left and right eye images in a top-bottom order.

    python:
      shader = obj.meshes[0].materials[mat].getShader()
      shader.setUniformEyef("eye")

    shader:
      uniform float eye;
      uniform sampler2D tex;
      void main(void)
      {
         vec4 color;
         float ty, tx;
         tx = gl_TexCoord[0].x;
         ty = eye+gl_TexCoord[0].y*0.5;
         // ty will be between 0 and 0.5 for the left eye render
         // and 0.5 and 1.0 for the right eye render.
         color = texture(tex, vec2(tx, ty));
         ...
      }
2016-06-11 22:24:18 +02:00
40f1c4f343 BGE: Various render improvements.
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)
2016-06-11 22:05:20 +02:00
4df6474f01 Fix T48617: VSE: Do not draw backdrop in Seq + Preview mode, only makes sense when no preview is available... 2016-06-11 17:28:32 +02:00
dccf5afbef BLI_rand: add BLI_rng_get_char_n
Use to fill an array of bytes to random values.
2016-06-12 00:41:02 +10:00
4ec1c76afc Fix T48634: Interpolation and distribution of Children Particles breaks.
Own stupid off-by-one regression in rB019ce363b01bba0afe1 and later...
2016-06-11 14:37:47 +02:00
a99c03a0ad VSE: select by group: add option to select by group on same channel only. 2016-06-10 18:40:31 +02:00
54343b821d GPU: use basic-shader for line-stipple 2016-06-10 07:50:49 +10:00
af077706fb Remove redundant GL attribute push/pop
Stipple isnt left on during object drawing
2016-06-10 07:50:49 +10:00
b07508a362 Fix GPU logical error changing stipple 2016-06-10 07:50:49 +10:00
8529b2f925 BGE: alpha on frame buffer and precedence of MSAA over swap.
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.
2016-06-09 22:15:13 +02:00
5da02ab9e2 GPU: only call glShadeModel when needed 2016-06-10 06:11:14 +10:00
efd547f3da GPU: avoid multiple bind calls in GPU_draw_pbvh_buffers
Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
2016-06-10 06:09:11 +10:00
6798809c7e Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-06-10 05:38:17 +10:00
d733826708 Fix T48614: Blender from buildbot crash when Separate selection in this particular scene.
Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid,
it would not be returned by mempool iterator step, which would always return NULL in that case.
2016-06-09 17:53:51 +02:00
20f0e2f342 Compilation error fix after recent cleanup
Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
2016-06-09 09:53:35 +02:00
88ac2d390b Cleanup: GPU arg wrapping 2016-06-09 05:44:25 +10:00
5065343074 Cleanup: GPU headers 2016-06-09 05:38:43 +10:00
d01499a45c GPU: avoid disabling basic-shader for lasso
Replace glDrawPixels w/ glaDrawPixelsTex
2016-06-09 05:17:43 +10:00
69bf7a44aa Fix armature stick draw, unpack-alignment was set but never restored
Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
2016-06-09 05:17:43 +10:00
b41cfb590c glutil: add glaGetOneInt helper 2016-06-09 05:17:43 +10:00
b32fd196a0 Depsgraph: Avoid redundant connection from IK solver to chain
Could give barely measurable speedup on a complex rigs.
2016-06-08 17:33:04 +02:00
c683c3805e Depsgraph: Remove unused code
Became obsolete after recent changes.
2016-06-08 17:33:04 +02:00
bdd855ac1a Depsgraph: Optimize flush update when there's few objects and fewzillions of bones
Avoid annoying checks form inside operations loop, gives few percent speedup in
files like army_of_blenrigs.
2016-06-08 17:33:04 +02:00
b9de44f458 GPU: fix texface image w/ basic-shader 2016-06-09 00:44:20 +10:00
Julian Eisel
fc96110bb5 Make uiLists placed in popups usable
It's still not completely working - there are still some glitches - but far better than before.
To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter.

Changes I had to do:
* Call uiList handling from menu/popup handling if needed.
* Make uiList handling use special popup refresh tag if placed in menu.
* Allow popups invoked from py operator to tag for refresh by using operator 'check' callback.
* Tag popup for refresh when resizing uiList.

Mostly fixes T48612.
2016-06-08 16:05:23 +02:00
37fc4b575f Fix FPE exception happening when converting linear<->srgb using SIMD 2016-06-08 16:00:34 +02:00
6ca6d3c4fd Cleanup: typo 2016-06-08 22:31:35 +10:00
e02679f71e Cleanup: typos 2016-06-08 22:25:23 +10:00
5e063ce6c9 Fix edit-mesh draw not disabling stipple
Caused problem w/ basic-shader
2016-06-08 21:37:34 +10:00
4845736e41 3D Text: Use BLI_array_store for undo storage 2016-06-08 19:26:49 +10:00
94057b15d1 3D Text: Store separate arrays for undo data
Don't store maximum length of text per undo step,
or attempt to pack all data in a single array.

Was storing 32766 characters per undo step, irrespective of actual text length.
2016-06-08 19:21:18 +10:00
c6864c408b 3D Text: move undo into its own file 2016-06-08 19:12:23 +10:00
0a029e3dd1 BLI_array_store: move helper functions into their own API 2016-06-08 19:12:23 +10:00
e623d6b223 Fix cloth stability when in perfect rest shape.
The way cloth is coded, structural springs are only effective when stretched, while bending springs act only when shrunk. However, when cloth is exactly in its rest shape, neither have any effect, and effectively don't exist for the implicit solver.

This creates a stability problem in the initial frames of the simulation, especially considering that gravity seems to act so precisely that it doesn't disturb the strict equality of lengths, so in parts of the cloth this springless state can continue for quite a while.

Here is an example of things going haywire because of this and some suspicious logic in collision code acting together: {F314558}

Changing the condition so that structural springs are active even at exactly rest length fixes this test case. The use of >= is also supported by the original paper that the cloth implementation in blender is based on.

Reviewers: lukastoenne

Reviewed By: lukastoenne

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D2028
2016-06-08 10:32:11 +02:00
fc60689a25 Correct assert 2016-06-08 16:31:40 +10:00
eaa19177e7 GPU: fix/workaround basic shader font-color
All text was displaying black.

BLF uses alpha-only textures which aren't supported by the basic-shader,
Workaround this by using texture swizzle so the RGB components of the texture are set to 1.
2016-06-08 15:20:57 +10:00
Julian Eisel
a506f4c74e Cleanup: Add comment on behavior of tweak events
It's not obvious that they use the mouse coordinate of the initial key-press event (behavior since rBf1f33ba7be2d), so added comment.

Also corrected other comments.
2016-06-07 23:13:27 +02:00
38f07a81b3 Fix T48600: VSE strip 'side selection' fails in 'Both' case.
Looks like a line was forgotten in the 'BOTH' case in code...
2016-06-07 22:37:31 +02:00
9081adf097 Cleanup - size_t is unsigned, so always >= 0! 2016-06-07 21:53:17 +02:00
5bd9e83289 GPU: Fix triple buffer w/ basic glsl shader
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-08 05:40:21 +10:00
f3d33a1a0f GPU: Fix for glDrawPixels drawing w/ glsl shader
The basic shader needs to be temporarily disabled in this case.
Add macros for temp store/restoring the state.
2016-06-08 04:13:21 +10:00
cf8a0d08b0 GPU: make using the glsl basic-shader a flag
This allows for it to be more easily tested.
2016-06-08 04:13:16 +10:00