Commit Graph

324 Commits

Author SHA1 Message Date
Mitchell Stokes
62b6303735 BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu. 2012-12-25 06:20:50 +00:00
Mitchell Stokes
a1c9241797 BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:

  1) Fix up their materials so they are properly using textures
  2) Disable the material caching and take a speed hit during conversion time

Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24 03:13:53 +00:00
Sergey Sharybin
851cb9b345 Added support of J2K codec for Jpeg2000 writing
This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.

New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.

Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
  of image file type, which makes it possible to have different
  extension for the same file type depending on it's settings.

  IRIS format should still be changed (depending on number of
  channels it'll be .bw, .rgb or .rgba extension)

- Default image format settings would be set from image buffer
  when re-saving it. Makes it possible to easily open .j2c file
  and save it using J2K codec (without this change it'll save as
  .jp2 using JP2 codec)
2012-12-23 13:57:09 +00:00
Campbell Barton
0ddc77f913 code cleanup: warnings 2012-12-19 01:48:54 +00:00
Mitchell Stokes
ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
Bastien Montagne
ab2c273b12 Added GPL header to sconscripts!
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-17 08:01:43 +00:00
Mitchell Stokes
5ce13d0c6c BGE: Fixing the double-click issue for mouse events too. The previous fix only fixed double-click keyboard events. 2012-11-29 05:21:24 +00:00
Mitchell Stokes
936fca57c3 BGE: Fix for [#33027] "logic.keyboard polling rate extremely low" reported by Josiah Lane (solarlune). The embedded player now treats KM_DBL_CLICK the same as KM_PRESS. 2012-11-27 17:41:39 +00:00
Mitchell Stokes
6577117c4e BGE: Removing some glIsEnabled() calls from DisableForText() in KX_BlenderGL.cpp. Use of glIsEnabled() is discouraged since it causes a potential sync with the graphics card. Also, it's faster to just always use glDisable() (even if that feature is already disabled) then to check if it's enabled first. 2012-11-22 06:11:05 +00:00
Antony Riakiotakis
8d0b2bc17f Compile fixes for recent boost changes 2012-11-05 15:23:09 +00:00
Campbell Barton
25591e958d style cleanup: tabs & whitespace 2012-11-03 15:35:03 +00:00
Campbell Barton
ddc2dbc2a4 style cleanup 2012-10-22 08:15:51 +00:00
Campbell Barton
bc8f602601 style cleanup 2012-10-20 18:46:57 +00:00
Campbell Barton
92862f96dc code cleanup: use float sizes for function args. 2012-10-15 23:11:59 +00:00
Campbell Barton
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +00:00
Campbell Barton
3a947cf537 code cleanup: remove redundant casts 2012-10-14 08:49:01 +00:00
Campbell Barton
97d4fb4161 code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too. 2012-10-09 13:36:42 +00:00
Mitchell Stokes
244ce92dbd BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.

There should be no functional changes (except maybe a very slight speed improvement).
2012-10-08 03:28:11 +00:00
Campbell Barton
dc8340fa33 correct some include dirs not being included as SYSTEM paths in cmake. 2012-10-02 03:18:48 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
beac985ab7 code cleanup: make local game engine functions static 2012-09-16 00:22:55 +00:00
Campbell Barton
232571c61a code cleanup: replace macro for BLI_rect size/center with inline functions. 2012-09-15 11:48:20 +00:00
Campbell Barton
04b5ef20f1 style cleanup: indentation 2012-09-06 02:20:03 +00:00
Campbell Barton
914d389713 fix for building without python, also rework python-main-loop control in the BGE to not use RNA (use lower level BKE/BLI funcs instead) 2012-09-04 03:26:12 +00:00
Benoit Bolsee
53f343edd7 ..\commmit_hive.txt 2012-09-01 21:23:05 +00:00
Campbell Barton
77f47799dd code cleanup: use BLI_RCT_SIZE macro 2012-08-20 23:06:17 +00:00
Campbell Barton
b96c622015 style cleanup 2012-08-11 22:12:32 +00:00
Campbell Barton
9b51503307 style cleanup 2012-07-21 22:58:08 +00:00
Campbell Barton
d0e892a728 quiet double promotion warnings for the game engine. 2012-07-18 23:03:27 +00:00
Campbell Barton
cc0784c1b9 optionally use guarded alloc for tiles compositor, also replace allocation functions with a macro. 2012-06-25 09:14:37 +00:00
Campbell Barton
a57c8a37a1 comment unused vars 2012-06-14 11:05:15 +00:00
Joerg Mueller
88750597c7 Also updating CMakeLists.txt. 2012-04-28 23:40:38 +00:00
Nathan Letwory
72ec4c813a fix pthread path for windows builds 2012-04-28 23:15:34 +00:00
Mitchell Stokes
62b254e42a This fixes BGE bugs #30484 (Frame rate increases very high after game engine start with record animation enabled) and #29449 (Record Animation runs 1000+ fps on Mac OSX 10.6.8 64bit). The problem was, recording animation was forcing "fixed time", which always advances the engine one frame instead of advancing based on time passed. This means that "fixed time" runs at full speed. Now fixed time is disabled when recording animation. 2012-04-05 03:05:02 +00:00
Campbell Barton
07065b27b8 style cleanup 2012-03-28 05:03:24 +00:00
Campbell Barton
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
Campbell Barton
640d766370 style cleanup - remove unneeded ';'s 2012-03-08 03:05:57 +00:00
Campbell Barton
5ebe91ca1f change camera zoom from short to float. 2012-03-07 19:42:22 +00:00
Campbell Barton
7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
Campbell Barton
47c373c7a9 style cleanup (mostly whitespace) 2012-02-27 10:35:39 +00:00
Campbell Barton
b8e019d839 use __ prefix on header guards to avoid mixing up defines with api functions / classes. 2012-02-23 10:41:31 +00:00
Benoit Bolsee
2478db9d37 BGE bug #30173: ImageRender not working when initialized on frame 1. This was because the canvas display area was initialized on render frame 1, which happens after logic frame 1. Fixed in blender and player by initializing the area on canvas creation. 2012-02-18 15:25:31 +00:00
Dalai Felinto
17dadffd66 reverting commit [43876] Fix for aliased fonts in the game engine 2012-02-10 06:18:32 +00:00
Alex Fraser
a05fdb837b Fix for aliased fonts in the game engine.
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding.
 - Texture filtering is turned on for in-game text.
 - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix.
Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
2012-02-04 01:51:59 +00:00
Mitchell Stokes
686ce92fe8 Committing patch "[#27676] Change window size/resolution in realtime" by me.
Description:
This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2012-01-22 20:25:25 +00:00
Campbell Barton
ae9b4b81cb opengl render save ignored alpha settings. also some FILE_MAX defines missed last commit. 2012-01-16 06:43:58 +00:00
Campbell Barton
cda5d1769d minor changes to BLF api use
- replace calls to BLF_width & BLF_height --> BLF_width_and_height
- no need to call strlen() on length value passed to BLF_draw(). this already checks for \0 char.
2012-01-11 05:45:39 +00:00
Dalai Felinto
32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00
Campbell Barton
743d2f8c0f rename image type defines to be less ambiguous, also set BMP as not supporting alpha (it reads but cant write) 2011-11-22 00:35:26 +00:00
Campbell Barton
0e2c8cdcdd move image settings into their own structure so the interface can be shared where image saving settings are needed.
currently file out node and render output share this struct & UI.
2011-11-21 20:19:58 +00:00