Commit Graph

425 Commits

Author SHA1 Message Date
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
fa2ba5fbf5 - use static vars and functions where possible.
- use NULL rather than 0 when used as pointers.
2011-08-28 05:06:30 +00:00
1fd33b6e77 cmake option to build without smoke sim: WITH_MOD_SMOKE 2011-07-13 18:40:21 +00:00
a3e296fc40 Committing patch #25676 Anisotropic filtering in viewport and BGE by me.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering

One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
2011-06-15 18:59:22 +00:00
b481524fde fix for float projection painting, now updating correctly.
This fix also allows for partial update of the image, speeding up painting. 
The different code path implemented will be used to upload high resolution images to OpenGL when onion branch is merged.
Due to conversion of float textures to/from sRGB, corrections made to brush color sampling to take account of the image profile. This is not 100% correct yet as texture images used for projection painting strokes are not converted to/from sRGB yet(This has been decided due to loss of precision for 8-bit formats). It will have to do for now, though.

last-minute update, exr image loading is broken, will fix asap
2011-06-06 22:10:05 +00:00
89a166d0de remove some duplicate declarations 2011-05-10 14:48:06 +00:00
f9f771cd01 converted more mixed tab/space indentations to tabs. only whitespace changes. 2011-04-21 15:53:30 +00:00
210ee1ade4 whitespace only, no functional change mixed tabs/spaces --> tabs. 2011-04-21 13:11:51 +00:00
71f571a54d fix [#26955] GL Texture Size doesn't work.
Brecht: reverting this change you made r22532, which I cant see a reason for.
2011-04-16 09:26:45 +00:00
0298d223cc quiet various warnings, also disable -Wdouble-promotion with cmake since it gives warnings with variable length args. 2011-04-03 10:04:16 +00:00
709c727c51 replace 0 with NULL when used as a pointer 2011-03-03 17:58:06 +00:00
Nathan Letwory
93b144548d doxygen: blender/gpu tagged. 2011-02-27 20:25:53 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
4124804b4e many functions in blender are not marked static but should be.
most local modifier,GPU,ImBuf and Interface functions are now static.

also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
2011-02-13 14:16:36 +00:00
8227b3d463 remove/comment unused vars
also removed unnecessary NULL checks (where the pointer was used later without checking).
2011-01-13 04:53:55 +00:00
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
b067a85aa3 Todo item:
Object color option now is incorporated in preview render, and
in display in 3D window.

Note that Object-color is "modulating" the render result, it just
multiplies... which is very limited for practical use. This was
added for Apricot game project. The original meaning however was
to replace diffuse only... so specular and light work still correct.

ALso made header for properties editor start on top, to reflect
default (report in tracker).
2011-01-05 15:10:35 +00:00
cd97253502 - added GCC warning -Wstrict-prototypes
- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
2010-12-03 12:30:59 +00:00
d3ec9753c4 freeing all free GPU buffers every frame could be a performance issue and is not necessary 2010-11-26 11:20:03 +00:00
32eba0898b Reverting revision 33120, which added vram monitoring. The method used had some problems (especially in the freeing function). I will research an alternative solution and submit it to the tracker. 2010-11-24 06:27:07 +00:00
1bb98b4194 Adding monitoring for (approximate) VRAM used by textures. The information is currently only used in the profiling data of the BGE.
Here is a image of it in action:
http://www.pasteall.org/pic/show.php?id=6351

What it monitors:
  * VRAM used by textures created via bf_gpu and BL_Textures

What it does not monitor:
  * VRAM used by the Blender ui
  * VRAM used by 2d filters
  * VRAM allocated by the user via KX_Scene.pre_draw and KX_Scene.pre_draw
2010-11-17 05:28:25 +00:00
db09ca106d remove/tag unused args for view*.c, gpu*.c & image*.c 2010-10-15 12:29:02 +00:00
a7258c9651 - fix for crash when drawing a subsurf after a modifier that lost original indices (bevel/screw/decimate)
- fix for own mistake used madd_v3_v3fl rather then mul_v3_v3fl, r32241.
2010-10-05 11:16:07 +00:00
db1b74654b - spec hardness was missing redraw update
- missed rna rename in image ui
- use BLI_math functions in gpu_draw.c (no functional changes)
2010-10-02 06:34:04 +00:00
677b9a194f need to set GL_SHININESS to the default value for weight painting. 2010-09-28 11:08:45 +00:00
dbd5524970 show material hardness in solid shaded mode 2010-09-27 07:01:08 +00:00
62c7786cd9 use a struct for fixed materials rather then float[2][4], easier to follow (no functional change) 2010-09-27 06:49:27 +00:00
a992fec4e7 bugfix
- image filepath in the image view would only be set when first loading a frame.
- check to free animated image buffers on opengl render was comparing against the wrong value.
2010-08-25 02:32:02 +00:00
9db1f87531 remove unused includes 2010-08-08 13:11:13 +00:00
267c286091 Fix compile error after merge, gpu_buffers.h -> GPU_buffers.h. 2010-07-14 14:31:27 +00:00
5505697ac5 Merge GSOC Sculpt Branch: 28499-30319
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins
See log of that branch for details.
2010-07-14 14:11:03 +00:00
f406cf4ac8 Fix a few compile warnings and rename gpu_buffers.h to GPU_buffers.h
for consistency.
2010-07-14 10:46:12 +00:00
3580d6229a - text3d was missing menu items for toggling bold/underline/italic/smallcaps.
- made smallcaps use a temp flag so caps can still have the smallcaps flag.
- utility function for getting the char from a font. find_vfont_char(), was inline in ~5 places.
- removed CU_STYLE mix of flags only used in one place, not needed. removed 'style' from rna too.
- fix for some warnings.
2010-07-13 23:51:21 +00:00
ee03a99695 Fix #20461: deleting VBO's from threads used for rendering or baking would
crash, as OpenGL can't be called from these. Now deleting VBO's is delayed
until the next redraw in the main thread.
2010-07-13 13:31:43 +00:00
0ac1564f68 opengl render was freeing all images from the graphics card each update.
with some 4x4k and 4x8k textures this becomes very slow.

only free animated textures (movies and sequences)
2010-05-20 16:08:06 +00:00
0c495ffe10 Fix for GPU_free_unused_buffers deadlock, solution by Tamito Kajiyama, thanks! 2010-05-05 17:14:43 +00:00
3f12beb4d0 Fix #22123 and #22124: some problems with mutex locks, also tweak to
how removing opengl textures from outside main thread is done so it
happens as part of the main loop.
2010-04-25 10:49:13 +00:00
0d557969b8 used private mutexes to avoid deadlocks 2010-04-13 20:34:40 +00:00
86aa4e5c3d prevent images from freeing gpu buffers if not run within the main thread, instead they are queued to be freed the next time GPU_image_free() is run from the main thread. 2010-04-13 12:51:03 +00:00
Dalai Felinto
c1a9d4d7a3 Bugfix: 21586 - UI problems with Tiled Textures (animatable for GE)
The problem was present in Blender 2.49, but it didn't produce any side effect.
glScale was changing the texture matrix and the matrix was never been reset. That messes up with UI drawing.
2010-04-08 20:58:18 +00:00
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
b673f7318c Added support for animated texture draw, GLSL textures.
Note, this is not like GE ffmpg, but Blender Image Texture
display for GLSL materials. Speed can be disappointing,
use smaller images for realtime edits.
2010-02-13 13:09:30 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
58b89bbac3 Fix sculpt mode drawing performance regression, happened on at least
NVidia/Linux. Disabling GL_MULTISAMPLE apparently makes things go much
slower even though we're not using it, why is a mystery to me.
2010-02-01 19:22:54 +00:00
ccb54eff2e FSAA: properly disable it for first window draw, remove obsolete backbuffer
disable code, and only enable it for 3d drawing in the 3d view.
2010-01-08 09:30:36 +00:00
4faf36e3ad Added OpenGL debugging function to print state information, was using this as
a patch here for a while but might as well commit it.
2010-01-04 16:28:59 +00:00
f54776b1a6 VBO:
* Fix #19785: curves not drawing with VBO enabled
* Fix #19553: duplicate Window crashes with VBO's

The convention in Blender was to have GL_VERTEX_ARRAY and GL_NORMAL_ARRAY
enabled by default, and other arrays disabled. The VBO drawing code did
not take this into account. I've made these now disabled by default, since
that makes the code clearer in other places too.
2009-12-09 14:37:26 +00:00
b89138564e Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color 
management works internally. While the previous method worked well for 
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult 
for other areas such as compositing.

This implementation now considers all color data (with only a couple of 
exceptions such as brush colors) to be stored in linear RGB color space, 
rather than sRGB as previously. This brings it in line with Nuke, which also 
operates this way, quite successfully. Color swatches, pickers, color ramp 
display are now gamma corrected to display gamma so you can see what 
you're doing, but the numbers themselves are considered linear. This 
makes understanding blending modes more clear (a 0.5 value on overlay 
will not change the result now) as well as making color swatches act more 
predictably in the compositor, however bringing over color values from 
applications like photoshop or gimp, that operate in a gamma space, 
will give identical results.

This commit will convert over existing files saved by earlier 2.5 versions to 
work generally the same, though there may be some slight differences with 
things like textures. Now that we're set on changing other areas of shading, 
this won't be too disruptive overall.

I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png

and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
8e2d861695 Smoke:
* Enable cache for high res + new preview
* Bugfix for smoke banding (in cooperation with N_T)

Hint: Work-in-progress regarding collision objects so can be broken, didn't test

Hint2: jahka enabled a general particle panel but 
* bake button doesn't work
* step is not supported for cloth
* several other things there ;)
2009-09-09 18:39:40 +00:00