Commit Graph

367 Commits

Author SHA1 Message Date
aff2a11110 Fix for missing include using CMake 2009-04-21 13:34:33 +00:00
d11a5bbef2 BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in 
the game engine with the following limitations:

- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported: 
  armature, curve, lattice. You can still use these modifiers 
  (armature is really not recommended) but in non parent mode. 
  The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
  stack).
- Modifiers are statically evaluated: any possible time dependency
  in the modifiers is not supported (don't know enough about
  modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
  due to shape action or armature action. Beware that this is 
  very CPU intensive; modifiers should really be used for static
  objects only.
- Physics is still based on the original mesh: if you have a 
  mirror modifier, the physic shape will be limited to one half
  of the resulting object. Therefore, the modifiers should 
  preferably be used on graphic objects.
- Scripts have no access to the modified mesh. 
- Modifiers that are based on objects interaction (boolean,..)
  will not be dependent on the objects position in the GE.
  What you see in the 3D view is what you get in the GE regardless
  on the object position, velocity, etc.

Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh, 
VideoTexture, add object, dupligroup.

Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw 
  functions to display the object. This drawing method is a
  bit slow and is not 100% compatible with the BGE. There may
  be some problems in multi-texture mode: the multi-texture
  coordinates are not sent to the GPU. 
  Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh. 
  If you have a modifer that extends the size of the mesh, 
  the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
  The derived mesh is allocated and computed for each object
  with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
  
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.

MSVC, scons, Cmake, makefile updated.

Enjoy
/benoit
2009-04-21 11:01:09 +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
53fd3847bc BGE: restore a feature that was lost in 2.48: sharing of display lists between duplicated objects. 2009-04-18 09:14:51 +00:00
0b8661ab4d BGE: Occlusion culling and other performance improvements.
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
2009-04-13 20:08:33 +00:00
Dalai Felinto
8664e35adf 2DFilter bugfixes:
[#18154] 2dFilter and motion blur should run only once to all the scenes
[#18504] The GL_PROJECTION matrix is being reset by the 2dfilter.
2009-04-12 19:46:50 +00:00
eacf5b5d6d BGE Text
- multi-line strings for bitmap text 
- keyboard sensor now logs return and pad enter as "\n"

BGE std::vector use in Value.cpp and RAS_MaterialBucket.cpp
The size of a new list is known before making them, reduce re-allocs, though probably not a noticeable speedup.
2009-04-09 09:50:17 +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
51b4145841 BGE Scenegraph and View frustrum culling improvement.
This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.

The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.

The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned 
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.

The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.

The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.
2009-04-07 22:14:06 +00:00
ce8badeb18 Fix for bug #18423: BGE lights in overlay scene also affected
other scenes, for texture face / multitexture materials.

Fix for bug #18428: BGE lights on hidden layers were still used,
for all material types, now they have no effect
2009-03-24 15:45:08 +00:00
4a07876562 Speedup for bullet physics mesh conversion
Was adding each face with a remove doubles option that made conversion increasingly slower for larger meshes, this would often hang blender when starting with the BGE with larger meshes.

Replace btTriangleMesh()->addTriangle() with btTriangleIndexVertexArray()

YoFrankie level_1_home.blend starts a third faster, level_nut about twice as fast.

- previous commit was also incorrect using the original meshes vert locations rather then the vert locations that came from the derived mesh.
- Softbody is relying on removing doubles at 0.01 to give stable results, this no longer works but seems a bit dodgy anyway. Maybe some post-processing filter could fix up a mesh for bullet softbody.
2009-03-23 06:00:21 +00:00
d5d2d1fece removed edgecode from the game engines RAS_Polygon class since its not used 2009-03-22 17:03:55 +00:00
2a373f6c44 Fix for bug #18419: game engine debug drawing interfered with alpha blending. 2009-03-17 22:03:21 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +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
c77af31166 Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions 
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
2009-02-25 06:43:03 +00:00
2eb85c01f3 remove warnings for the BGE
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if  statements
2009-02-25 03:26:02 +00:00
Nathan Letwory
c3d74547be SCons:
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained).
* add cxx_compileflags for GE parts on win32-vc to have better performance.
* NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
2009-02-15 23:26:00 +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
Nathan Letwory
0d7027ecab 2.5 / SCons / BGE
* this should bring back BGE with scons building. Tested on scons/msvc, will test scons/gcc in a bit
  NOTE: this is not WITH_BF_PLAYER yet.
2008-12-24 21:33:51 +00:00
ec00764dd2 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17434:HEAD 2008-12-14 17:32:24 +00:00
15e193f253 BGE update: helper functions for VideoTexture render to texture feature. 2008-11-26 17:38:54 +00:00
0bee65b624 Fix compilation on OS X
Patch by dfelinto
2008-11-17 00:54:45 +00:00
da1738377f 17973Patch by dfelinto, and also fixed a bug in 2d-filters 2008-11-15 12:10:16 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
00b02f055a Patch 17909: 2D Filter texture coordinates changes, by Dalai Felinto:
* The second opengl texture coordinate (gl_TexCoord[1]) are now filled
  in as well, and will give canvas coordinates from 0.0 to 1.0. The
  first texture coordinates still give the coordinates in the texture
  that is being used, which may not match the canvas exactly, so both
  coordinates are needed.
* Also optimization to allow using smaller texture sizes with multiple
  smaller viewports.
* Print the detailed GLSL shader errors (once), for easier debugging.
2008-11-01 14:00:16 +00:00
a1bef84ea8 Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26 02:27:59 +00:00
6732718ef1 don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-09-25 21:04:41 +00:00
718e2bf74f improved game soft bodies, works for objects that are using 'set smooth'
use shape matching by default for game soft bodies
store soft body index for game vertices
2008-09-25 03:02:30 +00:00
f510057fef [#17600] char* -> const char*
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-20 11:08:35 +00:00
99cd0dd5d5 Fix bug that broke editing vertices through python in the game engine. 2008-09-16 19:28:54 +00:00
2c31cc4503 Fix for bug #17620: the motion blur actuator did not work correct
with an always sensor, it kept resettting the motion blur each frame.
2008-09-15 00:57:11 +00:00
f554f14329 Fix for bug #17617: GLSL shaders change vertex color unexpectedly. 2008-09-14 21:31:07 +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
e279aadb97 Bugfix: game engine could crash with empty display arrays on
windows (caused by invisible faces for example).
2008-09-06 01:18:53 +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
becd467be8 BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):

The face paremeter determines the orientation of the normal: 
  0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
  1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
    prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
    prop off, xray on : idem.
    prop on,  xray off: return closest hit if it matches prop, no hit otherwise.
    prop on,  xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.

The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.

Attributes (read-only):
 matname: The name of polygon material, empty if no material.
 material: The material of the polygon
 texture: The texture name of the polygon.
 matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
 v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
     use this to retrieve vertex proxy from mesh proxy
 visible: visible state of the polygon: 1=visible, 0=invisible
 collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
 getMaterialName(): Returns the polygon material name with MA prefix
 getMaterial(): Returns the polygon material
 getTextureName(): Returns the polygon texture name
 getMaterialIndex(): Returns the material bucket index of the polygon. 
 getNumVertex(): Returns the number of vertex of the polygon.
 isVisible(): Returns whether the polygon is visible or not
 isCollider(): Returns whether the polygon is receives collision or not
 getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
 getMesh(): Returns a mesh proxy

New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
 getNumPolygons(): Returns the number of polygon in the mesh.
 getPolygon(index): Gets the specified polygon from the mesh.

More details in PyDoc.
2008-08-27 19:34:19 +00:00
Nathan Letwory
01b1bd4901 * another commit adding std:: to the sort call (older msvc [<9] choked?) 2008-07-30 20:45:04 +00:00
Nathan Letwory
e04c48df86 * making sure BGE compiles after brecht's big commit (r15867). Needed <algorithm> to compile with msvc. 2008-07-29 21:56:50 +00:00
ca951b3627 Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch.
This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view.  ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user )

To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand.  Now, zoom out until the box is about 10 pixels high, and press P again.  The box will disappear / be clipped out.

I've set the clip end to the maximum ( 5000 ) as defined in Camera.h.

This should be suitable for inclusion in 2.47 branch also.
2008-07-29 20:28:11 +00:00
908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00
a7f951f25e BGE patch: approve patch #17312: Multiple material IPOs per mesh in BGE. 2008-07-25 13:45:57 +00:00
8f17a66036 BGE 2dFilters some extra fixes 2008-07-20 23:34:17 +00:00
5350d5eb2c BGE Bug Fix:#17349, fixes some problems about 2d-filters 2008-07-20 23:03:01 +00:00
4c48b4846e Updated so things compile. (Missing includes needed)
Kent
2008-07-15 18:12:08 +00:00
a49c9c458a improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
2008-07-12 10:21:37 +00:00
99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00
ab7794392e Fix for bug #7753: after game engine drawing with vertex arrays,
nurbs/curves/text dissappears.

This also removes the "vertex arrays" option and enables it always
for OpenGL version >= 1.1 - there's no need to have an option to
make things render faster disabled by default, also it should work
stable now.
2008-06-29 21:51:27 +00:00
7056d63f41 adding explicit cast to get things compiling 2008-06-29 12:25:15 +00:00
1231a2171a BGE 2d-filter, custom shaders now can have depth texture and luminance texture 2008-06-28 03:18:11 +00:00