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)
This patch improves clock management in BGE, to be able to accelerate /
slow the time, and also to finely synchronize clock with external
engines. Several new python functions have been added and existence ones
have been improved for that purpose. Now we have:
- getClockTime(): Get the current BGE render time, in seconds. The BGE
render time is the simulation time corresponding to the next scene that
will be rendered.
- getFrameTime(): Get the current BGE frame time, in seconds. The BGE
frame time is the simulation time corresponding to the current call of
the logic system. Generally speaking, it is what the user is interested
in.
- getRealTime(): Get the number of real (system-clock) seconds elapsed
since the beginning of the simulation.
- getTimeScale(): Get the time multiplier between real-time and
simulation time. The default value is 1.0. A value greater than 1.0
means that the simulation is going faster than real-time, a value lower
than 1.0 means that the simulation is going slower than real-time.
- setTimeScale(time_scale): Set the time multiplier between real-time
and simulation time. A value greater than 1.0 means that the simulation
is going faster than real-time, a value lower than 1.0 means that the
simulation is going slower than real-time. Note that a too large value
may lead to some physics instabilities.
- getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely
or on an external clock. The default is to use the inner BGE clock.
- setUseExternalClock(use_external_clock): Set if the BGE use the inner
BGE clock, or rely or on an external clock. If the user selects the use
of an external clock, he should call regularly the setClockTime method.
- setClockTime(new_time): Set the next value of the simulation clock. It
is preferable to use this method from a custom main function in python,
as calling it in the logic block can easily lead to a blocked system (if
the time does not advance enough to run at least the next logic step).
Rationale are described more precisely in the thread
http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html.
See also T37640
Reviewers: sybren, panzergame, #game_engine, lordloki, moguri
Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri
Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki
Projects: #game_engine
Maniphest Tasks: T37640
Differential Revision: https://developer.blender.org/D728
This patch makes independant the override camera zoom and the default camera object zoom. The override zoom is 2.0f and the camera object zoom is computed with the RegionView3D camera zoom.
These features are only used for the embedded BGE, so there's no compatibility issues with the blenderplayer.
I let the override zoom with a setter to allow later to create an override camera in blenderplayer easily.
Tested with the 3 framing modes in embedded and standalone.
This patch fixes:
- the call of LibFree on a unfinished loaded library;
- memory leak created on end of game : the async libraries are loaded but not converted, so not freed with the master scene.
Reviewers: campbellbarton, sybren, youle, hg1, moguri, lordloki
Reviewed By: moguri, lordloki
Differential Revision: https://developer.blender.org/D1571
It fix T46381. Normally BL_Action::Update (manage action time, end, loop…) should be called the same number of times as BL_Action::UpdateIPO (update action position, scale ect… in the game object).
But the bug report shows that UpdateIPO is called one less time than Update. To fix it i revert the commit 362b25b382 and implement a mutex in BL_Action::Update.
Example file : {F245823}
Reviewers: lordloki, kupoman, campbellbarton, youle, moguri, sybren
Reviewed By: youle, moguri, sybren
Maniphest Tasks: T39928, T46381
Differential Revision: https://developer.blender.org/D1562
By using getAnimRecordFrame(), game developers have access to the frame
number used by the "Record animation" feature. This enables them to
record additional information in Blender's F-Curves and ensuring perfect
synchronization with the information already recorded by Blender.
The setAnimRecordFrame() can be used to change the frame number at which
animations are recorded, for example to introduce delays the recording that
do not require delays in the actual game/simulation run.
The getter/setter functions in KX_KetsjiEngine are not directly named after
property they access (m_currentFrame). I found "current frame" to be too
vague for a public interface, hence chose a more descriptive name.
Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith
Reviewed By: panzergame, aligorith
Differential Revision: https://developer.blender.org/D1449
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
This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python.
( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift
- this page will be removed as soon as I commit this)
Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue).
Kudos for the BlenderVR project for supporting this feature development.
Differential Revision: https://developer.blender.org/D1379
This callback allows the user to change the camera data right before the
rendering calculations.
scene.pre_draw[] is not enough here, because if you want to change the
camera matrices (projection/modelview) the culling test is done before
that (after pre_draw_setup[] though).
Reviewers: moguri, campbellbarton
Differential Revision: https://developer.blender.org/D1251
Python sample code using this. The sample scene would need a default
camera (not used for rendering), a dummy camera ('Camera.VR'), and two
cameras ('Camera.Left', 'Camera.Right') that will be used for the actual
rendering.
```
import bge
def callback():
scene = bge.logic.getCurrentScene()
objects = scene.objects
vr_camera = objects.get('Camera.VR')
if bge.render.getStereoEye() == bge.render.LEFT_EYE:
camera = objects.get('Camera.Left')
else:
camera = objects.get('Camera.Right')
vr_camera.worldOrientation = camera.worldOrientation
vr_camera.worldPosition = camera.worldPosition
def init():
scene = bge.logic.getCurrentScene()
main_camera = scene.active_camera
main_camera.useViewport = True
scene.pre_draw_setup.append(callback)
objects = scene.objects
vr_camera = objects.get('Camera.VR')
vr_camera.useViewport = True
vr_camera.setViewport(
0,
0,
bge.render.getWindowWidth(),
bge.render.getWindowHeight() )
```
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
This patch will fix the world GLSL (mist, background, ambient) update for the BGE.
Reviewers: moguri, brecht
Reviewed By: moguri, brecht
Subscribers: panzergame
Differential Revision: https://developer.blender.org/D151
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
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
Scene replacement with invalid scene name was crashing blender,
now it's a no-op.
KS_Scene.replace() to return a boolean to indicate if the scene
is valid and is scheduled for replacement. This allows more
robust game management.
This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
Due to skinning changes for multi-threaded animations, the LOD check was
being done after skinning. Now the LOD check is run before animations.
This means the culling information is a frame old, but this should be
fine.
This required BL_ArmatureObject to have tighter control over armatures and poses.
Also, (Blender) armature objects are now copied instead of shared between
BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy,
shape key drivers need a bit of extra fiddling to get the correct armature copy.
Initially OpenMP was used for threading, but then BLI_task was used due to being
less compiler dependent.
This commit also places time spent on skinning updates in the Animation
profiler category (was previously under the Rasterizer category).
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.
If bge.logic.addScene() could not find the scene to add it would add the
first scene again, which is just silly. Now, if no scene is found, a warning
is printed and nothing is added.
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.
Reviewed By: moguri, nexyon, brecht
Differential Revision: http://developer.blender.org/D109
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
This fix is mostly based off of HG1's patch from the bug report, which had ImageRender::Render() call KX_KetsjiEngine::RenderFonts(). However, I have moved RenderFonts() from KX_KetsjiEngine to KX_Scene where all of the other font and rendering functions are. The real fix for this mess would be to not have ImageRender::Render() have so much duplicate code from KX_KetsjiEngine::Render(), but that's a code cleanup problem for another day.
now, with a 'resize' routine for the engine we can/should also recreate some
buffers that are created only at init time (e.g., 2d filters, dome fbos, ...).
This bug was always present in Blender (since 2.49 at least).
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile
This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.
Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)