Commit Graph

641 Commits

Author SHA1 Message Date
Aaron Carlisle
6d1ac79514 Cleanup: Grey --> Gray 2017-02-27 19:33:57 -05:00
Bastien Montagne
29859d0d5e Fix some more minor issue with updated py doc generation. 2017-02-23 22:31:21 +01:00
Bastien Montagne
c067f1d0d4 Fix stupid mistake in previous commit for release builds of API doc. 2017-02-23 22:08:01 +01:00
Bastien Montagne
c7ad27fc07 Update py API doc generation tools to comply to new name scheme on server.
- for rc/release: /api/2.79c/, zip file named blender_python_reference_2.79c_release.zip
 - for dev: /api/master/, zip file named blender_python_reference_2_79_4.zip
2017-02-23 21:45:20 +01:00
Aaron Carlisle
e5d8c2a67f Use new manual URL 2017-01-23 19:10:37 -05:00
Bastien Montagne
d5c7d22bc2 Update script generating/uploading py API doc to new addresses (docs.blender.org). 2017-01-23 21:10:56 +01:00
Aaron
831cfcfb3d API: Do not show "Created using Sphinx" in the footer
I talked to Campbell and he said there is no need for this
2017-01-19 16:16:04 -05:00
Aaron Carlisle
13174df534 API: Fix rst syntax 2017-01-02 00:33:15 -05:00
Aaron Carlisle
42e4b0955c API: Fix redirect in bgl page 2017-01-02 00:24:40 -05:00
Aaron Carlisle
143d9373e4 API: Update to modern sphinx syntax 2017-01-01 23:54:55 -05:00
Aaron Carlisle
911544c70c API: Fix double slashes in URLs 2017-01-01 19:53:16 -05:00
Bastien Montagne
a522469940 Various UI message and API doc tweaks and fixes.
Mostly from patch D2256 by Aaron Carlisle (@Blendify), thanks!
2016-12-28 14:37:08 +01:00
Bastien Montagne
7e8bf9dbd6 Fix T50007: blender offline python documentation in zipped HTML files, not shown correctly.
Stupid mistake, os.scandir is not recursive... Patch by @brecht, thanks.
2016-11-13 12:06:26 +01:00
Aaron Carlisle
cf9a6b416c API: Fix Links
Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out`

Reviewers: mont29

Tags: #bf_blender, #python, #infrastructure:_websites

Differential Revision: https://developer.blender.org/D2297
2016-10-25 17:34:01 +02:00
Aaron Carlisle
1d13950ae5 API doc: enable 'split index' option. 2016-10-23 17:48:31 +02:00
Aaron Carlisle
672e906d49 Add a built-in sphinx extension to allow cross-linking to the blender manual.
This works by downloading the objects.inv file (https://www.blender.org/manual/objects.inv)
and using it to resolve links with blender-manual: before them.
2016-10-23 11:15:52 +02:00
Aaron Carlisle
87a7149831 BPY Docs: Correct spelling (Addon --> Add-on)
Differential Revision: https://developer.blender.org/D2293
2016-10-14 01:25:05 +02:00
Aaron Carlisle
02a1f15416 Fix OLD pre-git links in the API, add missing factory-startup option to blender executions.
Reviewers: mont29

Reviewed By: mont29

Tags: #bf_blender, #python, #infrastructure:_websites

Differential Revision: https://developer.blender.org/D2290
2016-10-13 17:53:30 +02:00
Bastien Montagne
56c798ee62 API doc update script: Fix generated zipfile name, was broken in 'release' case... 2016-09-13 08:39:01 +02:00
Bastien Montagne
e35a87c5ff API doc: add new pure-rsync py script to update API doc on Blender server.
The other one (sphinx_doc_gen.sh) needs an ssh account on the server to work - and I hate bash, too! :P
2016-09-05 09:38:53 +02:00
Sergey Sharybin
98d28a8a6c Blender 2.78 commit!
Includes:

- Version bump to 2.78
- Doxy file update
- New splash screen
- Wrapped some do_versions with version check
- Updated template to use proper font

After poking around a lot it seems Droid Sans was used during 2.7x series.
(or at least difference between using this font and comparing to previous
splash screens gives none visible difference).
2016-09-02 11:37:25 +02:00
Bastien Montagne
0f01f7bb54 Update sphinx_doc_gen.py to work with recent changes (GPv2). 2016-08-21 22:38:06 +02:00
Campbell Barton
409316434c Docs: add initial idprop.types API docs 2016-07-31 15:40:40 +10:00
Campbell Barton
516f890b63 Docs: simplify EXCLUDE_MODULES handling 2016-07-31 15:40:40 +10:00
Campbell Barton
0ec1be1816 Cleanup: capitalize Blender & Python 2016-07-31 15:40:40 +10:00
Campbell Barton
e20d306ffa Cleanup: pep8 2016-07-30 18:41:07 +10:00
Campbell Barton
6e131ce075 Call to python3 for stand-alone scripts
Needed since Debian & FreeBSD both move away from keeping a synlink to `python`.
2016-07-26 05:18:00 +10:00
Benoit Bolsee
1fd773ed14 T48694: fix bge.texture.Texture.refresh() documentation
first parameter is mandatory and must be a bool indicating if the image
source should be refreshed after updating the texture.
2016-06-21 23:23:05 +02:00
Campbell Barton
421ec97276 Docs: Support out-of-source reference-API builds
This was originally supported, however relative links to examples & templates made it fail.
Now files in the source tree are copied to the build-dir, with ".." replaced with "__"
to avoid having to mirror Blender's source-layout in the Sphinx build-dir.

Also skip uploading the built docs when an SSH user-name isn't passed to sphinx_doc_gen.sh
instead of aborting (so people w/o SSH access to our servers can use the shell-script).
2016-06-12 11:31:28 +10:00
Campbell Barton
2b15a588a1 Cleanup: API docs (whitespace/line length) 2016-06-12 10:05:35 +10:00
Benoit Bolsee
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
Benoit Bolsee
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
Benoit Bolsee
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
Campbell Barton
f12c55d2b8 Correct exit-code check 2016-06-07 14:02:32 +10:00
Porteries Tristan
23bdcfe560 BGE: Fix KX_LightObject python API documentation.
Replace "..attribute::" by ".. attribute::".
2016-05-15 14:56:40 +00:00
Campbell Barton
beaa57d269 Refactor BKE_blender into separate headers
- BKE_blender_version.h (only version defines & versionstr).
- BKE_blender_copybuffer.h (currently only used for view3d copy/paste).
- BKE_blender_undo.h (global undo functions).
- BKE_blendfile.h (high level blend file read/write API).
2016-04-25 19:27:45 +10:00
Bastien Montagne
0b349871d8 Fix T48212: Typos in bpy enum props examples. 2016-04-21 12:16:32 +02:00
Campbell Barton
e56e7bd1ec Add lib for n-dimensional cubic curve fitting
This will be used for calculating bezier curves from freehand drawing,
may be used for other areas too.

Original code from GraphicsGems, 1990 (FitCurve.c),
with updates from OpenToonz, under 3 clause BSD license.
with own minor modifications for integration with Blender:
- support adding extra custom-data.
- improved handle clamping.
2016-04-15 20:33:58 +10:00
Ines Almeida
7499fcf177 Python docs: minor cleanup and adding missing parenthesis to a code sample 2016-03-05 19:46:01 +00:00
Campbell Barton
9c8b6cc3fd Docs: include mathutils.interpolate 2016-03-04 08:40:22 +11:00
Campbell Barton
f38c175fc8 Docs: example for writing blend file libraries 2016-03-04 07:56:04 +11:00
Campbell Barton
3091935fec Docs: early exist build process on error
Don't attempt to build docs when generation fails.
2016-02-28 04:25:11 +11:00
Campbell Barton
c3a408938d Docs: Add missing context members 2016-02-28 04:25:11 +11:00
Ulysse Martin
608ee3e073 BGE: Allow access to original texture openGL Bind code/Id/Number
This patch adds a python method to get openGL bind code of material's texture according to the texture slot.

Example:
import bge

cont = bge.logic.getCurrentController()
own = cont.owner

bindId = own.meshes[0].materials[0].getTextureBindcode(0)
Test file: http://www.pasteall.org/blend/40679

This can be used to play with texture in openGL, for example, remove mipmap on the texture or play with all wrapping or filtering options.
And this can be used to learn openGL with Blender.

Reviewers: TwisterGE, kupoman, moguri, panzergame

Reviewed By: TwisterGE, kupoman, moguri, panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1804
2016-02-18 12:05:53 +01:00
Campbell Barton
318d3b9ab4 Cleanup: rst style 2016-02-15 19:43:08 +11:00
Campbell Barton
41fb953fa0 Docs: update tip on using the systems Python 2016-02-15 19:35:54 +11:00
Bastien Montagne
a9813f2380 Tweak doc section about overriding context - point out context.copy() usage! 2016-02-14 18:27:35 +01:00
Campbell Barton
1538f526e9 Docs: update doxy config 2016-02-14 22:11:35 +11:00
Campbell Barton
af49690b32 Docs: disable sharing docs within a group
This made using groups apply docstrings to undocumented functions in the group
(and give errors that the args didnt match).
2016-02-14 22:10:42 +11:00
Campbell Barton
33fb344171 Docs: remove bmesh py api warning 2016-02-13 20:44:47 +11:00