Commit Graph

114 Commits

Author SHA1 Message Date
Campbell Barton
84db9fdf4d Fix T44464: Viewport mipmaps no longer toggle off 2015-04-28 01:18:50 +10:00
Thomas Szepe
931c3e6544 BGE: Code clean up for world (mist, background, ambient)
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
2015-03-23 22:49:38 +01:00
Thomas Szepe
d07c666a0e BGE: Add setMistType and setMistIntensity API.
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
2015-03-23 21:40:11 +01:00
Thomas Szepe
2affbb437b BGE: Multitexture world (mist, ambient) fix
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
2015-03-23 21:36:08 +01:00
Jorge Bernal
1af042d9ed BGE: Fix for T42285 & T38935 crashes. They are Rayhit related.
We make sure that good values are passed to GetPolygon() and we check that the visual mesh doesn't have a wrong displacement when it passes over a object which has a mesh triangle as compound bound.

Reviewers: dfelinto, sergof, agoose77, moguri

Reviewed By: moguri

Subscribers: agoose77

Differential Revision: https://developer.blender.org/D979
2015-02-13 00:12:21 +01:00
Jason Wilkins
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
Mitchell Stokes
60c8c130fe BGE cleanup: KX_GameObject::GetParent() no longer increases the object's refcount.
I'm not sure why this function ever increased the object's refcount. Any
place in the code that calls KX_GameObject::GetParent() has to turn
around and call parent->Release(). Forgetting to call Release() was a
common cause of memory leaks (in fact, KX_SteeringActuator was probably
leaking). If the refcount needs to be increased, the calling code can
handle calling AddRef().
2014-04-30 18:53:32 -07:00
Mitchell Stokes
df9d6737b9 BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject
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.
2014-03-27 22:32:06 -07:00
Mitchell Stokes
9d244e0ad7 Code cleanup: Removing KX_KetsjiEngine::m_drawingmode
The rasterizer is already handling this, and there is
no need to duplicate the data.
2014-03-24 20:11:11 -07:00
Benoit Bolsee
c7029f06d9 Add new BGE Stereo mode: 3DTV top-bottom.
This mode is designed for passive 3D TV: the viewport is split
horizontally - left eye above, right eye below - but the original camera
viewport is squashed in each half (with half the vertical resolution).
This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
2014-01-02 00:26:15 +01:00
HG1
d94db03ac8 Style cleanup: BGE 2013-12-24 05:44:54 +11:00
Campbell Barton
d4a11388bf Code Cleanup: warnings 2013-11-22 11:30:40 +11:00
Campbell Barton
0c0bed3b16 Fix: Game Engine regression drawing text from recent cleanup 2013-11-20 00:01:20 +11:00
Mitchell Stokes
efa40ea590 BGE: Fixing up a small issue from merging Rasterizer cleanup code. 2013-11-04 19:22:56 +00:00
Mitchell Stokes
64c346ed1e BGE Rasterizer Cleanup: The Blenderplayer now loads the monospace font so it can properly draw the framerate and profile display. 2013-11-04 19:22:15 +00:00
Mitchell Stokes
fb94a53978 BGE Rasterizer Cleanup: Cleaning up some includes. 2013-11-04 19:22:10 +00:00
Mitchell Stokes
a35e9daaef BGE Rasterizer Cleanup: Moving the RAS_OpenGLRasterizer::ApplyLights() code into RAS_OpenGLRasterizer::ProcessLighting(). 2013-11-04 19:21:37 +00:00
Mitchell Stokes
c1e617d26b BGE Rasterizer Cleanup: Removing the need to reference KX_BlenderMaterial or KX_PolygonMaterial in RAS_OpenGLRasterizer. 2013-11-04 19:21:32 +00:00
Mitchell Stokes
5348682f3a BGE Rasterizer Cleanup: Getting rid of the BL_Material.h include in RAS_OpenGLRasterizer.cpp. 2013-11-04 19:21:25 +00:00
Mitchell Stokes
e2c91b570d BGE Rasterizer Cleanup: Getting rid of RAS_IRasterizer::RenderText(), and just adding the code to IndexPrimitives_3DText(), which is the only function that uses RenderText(). 2013-11-04 19:21:21 +00:00
Mitchell Stokes
cf9fe8f329 BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing. 2013-11-04 19:21:07 +00:00
Daniel Stokes
6cc3aec8bc Fixing a problem with variance shadow maps blurring out on transparent receivers in the Game Engine reported by Sam Cameron on the IRC.
Also correcting some slight blurring over time by making sure the color buffer is cleared for shadows.
2013-09-05 22:05:52 +00:00
Dalai Felinto
c72653cca0 BGE bugfix/patch "[#26075] game anaglyph colors are inverted" by Juha Maki-Kanto (kanttori)
Later I will try to find when this bug was introduced. But it's definitively broken in trunk.
2013-06-22 08:04:02 +00:00
Campbell Barton
3f7f07faf5 style cleanup 2013-04-18 01:52:38 +00:00
Mitchell Stokes
d2b14ed4f0 BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping(). 2013-04-14 00:40:24 +00:00
Brecht Van Lommel
2822a14e5d Fix #34483: game engine multi UV glsl materials not working correct after changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00
Campbell Barton
f924750463 fix for error using uninitialized draw mode with 'm_failsafe_storage' in the BGE. 2013-02-23 02:45:12 +00:00
Mitchell Stokes
4bd3477e29 BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do not work in the viewport nor do they work for Variance shadow maps. 2013-01-12 20:01:58 +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
Campbell Barton
00acdb6292 remove CD_POLYINDEX customdata layer:
reported as [#29376] BMESH_TODO: remove tessface CD_ORIGINDEX layer

for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).

as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
2012-10-30 19:20:17 +00:00
Campbell Barton
ddc2dbc2a4 style cleanup 2012-10-22 08:15:51 +00:00
Campbell Barton
d599b643b7 style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
Campbell Barton
aedf450746 code cleanup: use checks for empty rather then size in the BGE 2012-10-07 12:28:19 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
6972e19fd5 code cleanup:
- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0)  with  (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
2012-08-03 22:12:57 +00:00
Campbell Barton
9b51503307 style cleanup 2012-07-21 22:58:08 +00:00
Campbell Barton
b4a0152e76 code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.) 2012-04-11 08:15:13 +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
Sergey Sharybin
2413523d69 Compilation error fix for game engine caused by recent DM refactoring. 2012-03-08 08:57:38 +00:00
Sergey Sharybin
f6f7e270e3 Slight refactor of VBO code to deal with multiple textures.
Added compareDrawSettings callback to driver mesh's callbacks which are
drawing textured faces (mapped and not mapped). This new callback checks
if two faces are drawing with the same settings (testures, shading etc)
and if they not, flush of faces happens into ogl using glDrawArrays and
next face would be drawn with it's own settings.

Currently implemented compareDrawSettings is used to resolve issue from
bug report only, probably there are extra places where this callback is
needed, but haven't seen configuration where current logic will fail,
so it should be ok.

Also reordered arguments passing to drawMappedFaces DM's callbacks,
so now all drawing callback are accepting list of callbacks and then
userData, instead of using mixed order of callbacks and userData which
was a bit confusing to work with.

This commit fixes:
- #26410: VBO & multitexture doesnt work
- #29464: VBO enabled causes UV coruption
2011-12-01 12:12:39 +00:00
Campbell Barton
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Sergey Sharybin
a043133bab Fix for recent Campbell's commit. 2011-09-23 19:33:04 +00:00
Dalai Felinto
b263aefb0e TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct  (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
Benoit Bolsee
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
Mitchell Stokes
f63d049adc BGE: Adding two new functions to bge.render to allow users to change the anisotropic filtering level used by textures:
* setAnisotropicFiltering(level)
  * getAnisotropicFiltering()
2011-08-31 05:51:51 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
Dalai Felinto
c56fe3efe6 Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF
The patch can also be found in http://codereview.appspot.com/4431072/

##############
This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window.

Usage:
blenderplayer.exe -i 123456 -m 16 file.blend

where:
123456 - parent window handler (integer, default: 0)
16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1)
##############

This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =)
The Multisampling work for blenderplayer as a whole.

Missing functionalities:
- to expose the multisampling to the ui (so far it only works in console)
- window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over)
- handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together.

Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
Campbell Barton
737ca9ad5f BGE player was using un-initialized variables for initializing the canvas color. 2011-03-25 00:23:02 +00:00