Commit Graph

75 Commits

Author SHA1 Message Date
964107fbce BGE code cleanup: Removing RAS_GLExtensionManager.
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
2015-12-07 19:25:12 -08:00
9d03307033 BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti()
The work that was being done in IndexPrimitiveMulti() is now done by
IndexPrimitive() and we always assume multitexture support.
2015-12-07 19:05:04 -08:00
76beb7b7d4 BGE: Fix T19241: draw debug shape with overlay/background scene.
It's for the function render.drawLine and physics debug.
2015-07-27 13:49:06 +02:00
931c3e6544 BGE: Code clean up for world (mist, background, ambient)
Code clean up for BGE world mist, background and global ambient color.
Move mist render update to BlenderWolrdInfo

Reviewers: moguri, brecht

Reviewed By: moguri, brecht

Differential Revision: https://developer.blender.org/D152
2015-03-23 22:49:38 +01:00
d07c666a0e BGE: Add setMistType and setMistIntensity API.
This patch adds the missing setMistType() and setMistIntensity() to the API

Reviewers: campbellbarton, brecht, moguri

Reviewed By: campbellbarton, brecht, moguri

Subscribers: campbellbarton, dingto

Differential Revision: https://developer.blender.org/D149
2015-03-23 21:40:11 +01:00
2affbb437b BGE: Multitexture world (mist, ambient) fix
This patch fix the existing word API for mist and global ambient lighting.
Add deprecated message to disableMist()
Add setUseMist(enable).

Reviewers: dfelinto, campbellbarton, moguri

Reviewed By: moguri

Subscribers: solarlune, jta, brecht

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D148
2015-03-23 21:36:08 +01:00
df9d6737b9 BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject
The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
2014-03-27 22:32:06 -07:00
9d244e0ad7 Code cleanup: Removing KX_KetsjiEngine::m_drawingmode
The rasterizer is already handling this, and there is
no need to duplicate the data.
2014-03-24 20:11:11 -07:00
c7029f06d9 Add new BGE Stereo mode: 3DTV top-bottom.
This mode is designed for passive 3D TV: the viewport is split
horizontally - left eye above, right eye below - but the original camera
viewport is squashed in each half (with half the vertical resolution).
This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
2014-01-02 00:26:15 +01:00
d94db03ac8 Style cleanup: BGE 2013-12-24 05:44:54 +11:00
e2c91b570d BGE Rasterizer Cleanup: Getting rid of RAS_IRasterizer::RenderText(), and just adding the code to IndexPrimitives_3DText(), which is the only function that uses RenderText(). 2013-11-04 19:21:21 +00:00
cf9fe8f329 BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the 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. 2013-11-04 19:21:07 +00:00
d2b14ed4f0 BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping(). 2013-04-14 00:40:24 +00:00
2822a14e5d Fix #34483: game engine multi UV glsl materials not working correct after changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00
4bd3477e29 BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do not work in the viewport nor do they work for Variance shadow maps. 2013-01-12 20:01:58 +00:00
ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes 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.
2012-12-18 20:56:25 +00:00
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +00:00
97d4fb4161 code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too. 2012-10-09 13:36:42 +00:00
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
9b51503307 style cleanup 2012-07-21 22:58:08 +00:00
cc0784c1b9 optionally use guarded alloc for tiles compositor, also replace allocation functions with a macro. 2012-06-25 09:14:37 +00:00
2d2d36fe3b code cleanup:
- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
2012-05-20 19:49:27 +00:00
6327c9aae1 style cleanup: whitespace, braces 2012-05-01 20:08:23 +00:00
4f7bdc59d3 style cleanup: spelling.
also remove large, duplicate comments from sunsky.h
2012-03-09 00:41:09 +00:00
7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
b8e019d839 use __ prefix on header guards to avoid mixing up defines with api functions / classes. 2012-02-23 10:41:31 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
c27926896f spaces -> tabs (whitespace only changes) 2011-10-06 22:04:01 +00:00
Dalai Felinto
b263aefb0e TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct  (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
f63d049adc BGE: Adding two new functions to bge.render to allow users to change the anisotropic filtering level used by textures:
* setAnisotropicFiltering(level)
  * getAnisotropicFiltering()
2011-08-31 05:51:51 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
Dalai Felinto
c39a109dae BGE internal cosmetic changes - Replacing hardcoded values with new defines
---------------------------------------------------------------------------
The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =)
I'm adding some comments to help on that.

Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
2011-03-07 19:14:17 +00:00
Nathan Letwory
79f79e0cac doxygen: BGE Network, Physics, Rasterizer 2011-02-22 12:42:55 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
Nick Samarin
90ab716cd5 synched with trunk at revision 32129 2010-10-03 16:28:28 +00:00
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
Nick Samarin
81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
Nick Samarin
12b33ca099 Added debug circle rendering (extended OglDebugLine to OglDebugShape, created new function KX_RasterizerDrawDebugCircle) 2010-06-10 00:25:04 +00:00
ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00
c8b4cf9206 2.50:
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.
2009-06-08 20:08:19 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
2074128fad Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE.
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera

Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer 

Known limitation:
- resizing of the screen doesn't work in the gameplayer

Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
2009-04-08 15:06:20 +00:00
6e85d00055 Fix: The debug lines of Physics Debug Visualization were drawn incorrectly when using overlay scenes (it was using the wrong camera) 2009-03-09 05:01:16 +00:00
e40803a5b3 Fix for bug #18228: OpenGL specular did not get the correct view
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
2009-02-06 19:21:24 +00:00
15e193f253 BGE update: helper functions for VideoTexture render to texture feature. 2008-11-26 17:38:54 +00:00
704fef314a Various game engine fixes:
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
  to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
  the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
  Letterbox with bars, the latter doesn't make sense then.
2008-09-14 00:32:18 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00