Commit Graph

124 Commits

Author SHA1 Message Date
Brecht Van Lommel
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
Kent Mein
b81bdfdc7c TLC needed for Makefiles to get gameengine compiling again.
Sorry it took me so long to do this :)

Kent
2008-08-25 19:50:17 +00:00
Brecht Van Lommel
272a91f754 Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====

Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.

* According to the GLEW website it works on Windows, Linux, Mac OS X,
  FreeBSD, Irix, and Solaris. There might still be platform specific
  issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
  regardless of the glext.h on the platform where compilation happens.

Game Engine
===========

Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.

The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.

For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.

* The game engine now also uses GLEW for extensions, replacing the
  custom opengl extensions code that was there. Removes a lot of
  #ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
  work around a specific bug and only disabled multitexturing anyway.
  It might also have caused a slowdown since it was retrieving the
  environment variable for every vertex in immediate mode (bug #13680).

* Refactored the code to allow drawing skinned meshes with vertex
  arrays too, removing some specific immediate mode drawing functions
  for this that only did extra normal calculation. Now it always splits
  vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
  required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
  attributes for vertex arrays. These were not being enabled/disabled
  correct according to the opengl spec, leading to crashes. Also tangent
  attributes used an immediate mode call for vertex arrays, which can't
  work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
  deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
Kent Mein
106974a9d2 Fixing up the webplugin defines for the Makefiles.
Now you can do one of the following to disable it:
export NAN_NO_PLUGIN=true
export WITH_BF_WEBPLUGIN=false

or
export WITH_BF_WEBPLUGIN=true to enable building it.
(Its set to false by default)

Kent
2008-05-08 18:38:21 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Stefan Gartner
4a6d75af27 added support for linux on pa-risc 2008-03-23 12:59:26 +00:00
Daniel Genrich
4a1ca6ded5 Fix: Compiling should work on SOLARIS again. 2008-01-31 12:13:58 +00:00
Daniel Genrich
77685023ca Initial commit of cloth modifier from branch rev 13453 2008-01-29 21:01:12 +00:00
Chris Want
9f3f546a6f Needed to add another instance of openNL/SuperLU to the link line
so that the softbody code in blenlib could see it.
2008-01-21 23:09:23 +00:00
Kent Mein
320ac3f0e2 Fixing makefiles for binreloc I made it use flags like other
things default on for linux.  ideasman helped me get scons working.
Cmake still needs some love...

Kent
2008-01-18 21:39:47 +00:00
Kent Mein
7b2e348d4f This is a modified version of this patch:
[#7660] Solaris 10 x86 support (Makefiles)

Hopefully it will not mess up anything for anyone else.  I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be 
overridden, to allow greater flexability.

Let me know if there are any problems/questions.

Kent
2007-12-05 16:58:52 +00:00
Campbell Barton
c6667c53e3 put the revision number in the splash screen (scons and make) 2007-11-15 12:16:03 +00:00
Kent Mein
613646b33e This commit is a modified version of patch #6860
It adds read only dds support.  (Writing will come later)

Kent
2007-06-25 19:50:25 +00:00
Chris Want
36e3a7bb7e It seems that some darwin bundle creation routines were being performed
when building for cygwin. Please test.
2007-04-08 17:16:52 +00:00
Ton Roosendaal
480236e185 Change in the nodes api causes linking order to change too.
(Note; Makefiles in Blender treat .a creating very strange...)
2007-04-05 09:50:12 +00:00
Kent Mein
3ac0c09d15 This commit does a couple of things to the Makefiles.
The first is it adds libIlmThread.a to the OpenEXR libs.

The second thing it does, is make it possible to define what TARGETS
you want to build inside of your user-def.mk file.  This simplifies
source/Makefile quite a bit.  I made each platform have the same
defaults (build dynamic blender, gameengine and gameplayer)  I think
most platforms should be building this combo anyway and if you need to
change it its trivial so no need to have different defaults for each platform.
The new defines are as follows with their default settings in:
         source/nan_definitions.mk

    export WITH_BF_DYNAMICOPENGL ?= true
    export WITH_BF_STATICOPENGL ?= false
    export WITH_BF_GAMEENGINE ?= true
    export WITH_BF_GAMEPLAYER ?= true
    export WITH_BF_WEBPLUGIN ?= false

Let me know if you have any problems with it.

Kent
2007-03-27 15:42:27 +00:00
Chris Want
aba5557028 Need nodes libs before imbuf lib when linking blenderplayer 2007-03-26 00:22:37 +00:00
Chris Want
8d4f2f9fe1 Compiles and links for the blender executable. Somebody else can
deal with stubs/linking for blenderplayer (I wish people would plan
these 'libraries' better).
2007-03-25 20:17:32 +00:00
Chris Want
96073e5c3d Makefiles for nodes. Compiles but doesn't link, but I'm late for noodles.
To do: either tweak link order, or check functions declared as static.
2007-03-25 16:47:31 +00:00
Chris Want
341f50c4f7 Makefile support for bullet2 ... please test 2006-11-22 19:05:35 +00:00
Chris Want
3fbdcf7211 I see no reason why the blenderplayer shouldn't be built be default
with make on x86_64.
2006-11-20 15:49:41 +00:00
Jiri Hnidek
2ee42ac01e Huge commit: VERSE
- All code is in #ifdef ... #endif
 - Only make build system is supported and you have to add:
    export WITH_VERSE=true
   to user-def.mk file
 - Blender can share only mesh objects and bitmaps now
 - More informations can be found at wiki:
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc

  I hope, that I didn't forget at anything
2006-08-20 15:22:56 +00:00
Brecht Van Lommel
4ee3515bf1 Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
  to be used in texture paint, vertex paint, weight paint and sculpt
  mode also.
- Being a datablock, these brushes can be saved, appended and linked.
  They have a fake user by default, to make sure they are saved even if
  not selected.

Image Painting:

- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
  be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
  added, code taken directly from vertex paint.

Note to project files maintainers:

- The img module was removed from SCons and Makefiles, and this should
  be done in other build systems also. I'll wait to remove the module
  from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
Ton Roosendaal
64ff9ae4a8 Mac intel commit
- patch from Douglas with endian fixes
- Makefile adds static libiconv.a from lib/
- this version will use OpenEXR libs from lib/ too, and is latest release
  with threading support
- openAL is missing, added it as default to not include it
2006-07-03 19:50:53 +00:00
Kent Mein
e2e1f5ab2a Newer versions of openal require linking against lib alut.
I added a $(wildcard libalut)  to the linked libraries.
So if it exists its linked in. (Was causing issues on my laptop)

Kent
2006-06-23 17:45:50 +00:00
Ton Roosendaal
e058a506fd Forgot Cineon lib in Makefile :) 2006-03-12 19:48:51 +00:00
Chris Want
9a21866aec pthreads for Makefiles/cygwin (don't forget to update lib/windows). 2006-02-27 00:03:18 +00:00
Peter Schlaile
250c9de1bc Adds ffmpeg-support on Linux-platforms. Since ffmpeg is installed
always statically (you have to force it to build a dynamic library) the
resulting binary is redistributable.

The code is made ffmpeg-version independent using #ifdef's.
2006-02-05 19:49:29 +00:00
Chris Want
c8b48e70e6 Final merge of HEAD (bf-blender) into the orange branch.
Here are my notes on things to look out for as potential problem
spots:

source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.

source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()

source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)

source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.

source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless

source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)

source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
2006-01-28 16:35:18 +00:00
Ton Roosendaal
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
Hans Lambermont
21733dccc9 - sanitize spacings and tabs a bit. It's still not completely clean though. 2006-01-11 20:25:04 +00:00
Chris Want
ca8da580a8 OpenEXR support for Windows Makefiles 2006-01-10 06:29:57 +00:00
Kent Mein
c693e01b8d Ton forgot a few modifications to the Scons and Makefile build systems.
These should make it so that other people can compile with OpenEXR support.

(I also added the OPENAL fix erwin commited to bf-blender since I
need it for my machine, and this syncs up the file)

Kent
2006-01-09 02:18:11 +00:00
Erwin Coumans
2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00
Alexander Ewering
d3dd5c5b7a Somehow, most files are missing from this commit, and I have no idea why,
so there will be more files following.

Anyway: NEW BOOLEANS from Google Summer of Code (Courtesy of Marc Freixas)

Known problems:

 - Random freezes while using them as a modifier. This may not be directly
   related to modifiers though - it's maybe just the huge number of
   operations that leads to a higher probability of triggering a bug

 - Static booleans (the first 3 entries in the WKEY menu) are borked
   anyway, this is not due to this commit.

 - Errors when exiting Blender (dupli_alloc stuff), is not related to this
   commit, either.

Please test if everything works, and check the other build systems, I only
know that make works.

Also, compare the results of, say, cube-cylinder, in old and new booleans
:)
2005-10-28 19:54:16 +00:00
Erwin Coumans
745fc2f9d0 updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene.

sorry if this breaks your builds!
2005-10-23 17:55:19 +00:00
Jean-Luc Peurière
e2d577de9e initial commit of the fluid simulator.
Ton reviewed and gave his blessing.
Zr, can you have a look ?

see :
http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9

for initial comments.

N_T : the solver itself (elbeem) needs some works to get rid of
warnings
2005-09-18 13:27:12 +00:00
Chris Want
d6b4392710 On windows/gcc (aka. FREE_WINDOWS), build the blenderplayer whenever
blender is configured to build with the gameengine.
2005-08-23 01:31:11 +00:00
Chris Want
4a50f5b593 Support for 'Bullet' in the Makefiles. Enable with:
export NAN_USE_BULLET=true

in environment, or in user-def.mk
2005-08-18 06:07:02 +00:00
Daniel Dunbar
a8ae1c64f4 - move libdecimation in link order to keep gnu ld happy 2005-07-26 07:15:17 +00:00
Stefan Gartner
ae2acbf49b late night commit:
* build blenderplayer on linux/ppc
* fix 'make clean' for darwin
2005-05-22 01:21:01 +00:00
Chris Want
413677caff Moved sinclude for user-def.mk 2005-04-30 21:06:54 +00:00
Chris Want
ec52d4a0d3 Allow make to find user-def.mk even when compiling in subdirectories
using the 'mke' trick.
2005-04-30 17:33:20 +00:00
Chris Burt
3dd17cec3b Commented out some old cruft in the Makefile which seemed to be unrelated
to the Cygwin platform. This produced some silly error message about files
which haven't existed in the CVS repository for many months now. I can
remember seeing this message for at least a year and since it has *never*
changed I decided to investigate. Looks like unmaintained part of the
build system that nobody pays attention to but just in case I've left it
in tact with the following comment:

This code below seems outdated and doesn't even seem to apply to the
Windows platform. I've commented it out until someone can take a look at it
and confirm or deny. If it breaks anything blame Chris Burt / Desoto

Hopefully that's clear enough, but I really think this is a trivial change
and if after review nobody minds I'll simply erase the offending code.
2005-03-25 04:25:54 +00:00
Kent Mein
ecf6de151c This commit reverses the OpenEXR specific stuff in the OpenEXR commit I
did last friday.  A patch will be available in the patches tracker
that will have the current stuff there until everything is working.

Kent
2005-03-14 14:56:40 +00:00
Kent Mein
a1919e6db4 Gernot Ziegler's patch to add OpenEXR support to blender.
To enable it you will need to download OpenEXR and install it.
For the Makefiles you will need to set WITH_OPENEXR=true
and set NAN_OPENEXR to point to where OpenEXR is installed.

For scons you'll need to remove config.opts to get the new options
so you can enable OpenEXR, I was not able to get blender to link
with scons so the scons stuff may need to be tweaked a little but
I think it should work.

For other platform managers  The OpenEXR stuff is similar to QUICKTIME
you need to define WITH_OPENEXR and setup the library stuff and
as you'll notice in this commit there are two extra files.

Kent
2005-03-11 20:16:14 +00:00
Kent Mein
1b1ff7ea92 Fixed the Makefiles so the Joystick stuff works.
Kent
2005-01-24 16:16:50 +00:00
Kent Mein
405c2676ca Had to add a circular dependancy fix for debugging version of blenderplayer
on linux:
I added this after the yafray library.
 COMLIB += $(OCGDIR)/blender/blenlib/$(DEBUG_DIR)libblenlib.a


Kent
2005-01-05 17:32:15 +00:00
Ton Roosendaal
add697407a Bug fix #1995
Unpacking a file with packed sounds didn't save the samples... was due
to *very* weird method samples were put in Blender.
2004-12-09 13:46:38 +00:00
Kent Mein
175491deb4 I had to change a bit of the stuff I added to get solaris openal working.
I also removed a redundant bit of config stuff for freebsd
that didn't do anything.

Kent
2004-12-09 13:13:24 +00:00