Commit Graph

185 Commits

Author SHA1 Message Date
Campbell Barton
3bc3e178b3 style cleanup 2012-12-20 00:29:31 +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
050f09aa6c buildsystem cleanup: remove duplicate source & includes for scons,
add a check for duplicates in BlenderLib()m, if 0'd now.
2012-11-14 01:41:24 +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
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +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
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
aeee798143 code cleanup: bge builds with clang without warnings / errors. 2012-06-29 09:16:59 +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
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
Campbell Barton
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
Sergey Sharybin
2413523d69 Compilation error fix for game engine caused by recent DM refactoring. 2012-03-08 08:57:38 +00:00
Campbell Barton
640d766370 style cleanup - remove unneeded ';'s 2012-03-08 03:05:57 +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
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
Campbell Barton
c27926896f spaces -> tabs (whitespace only changes) 2011-10-06 22:04:01 +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
Campbell Barton
5792bd7cc7 cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
Nick Samarin
5ceb8b3d35 synched with trunk at revision 37212 2011-06-05 18:51:00 +00:00
Campbell Barton
09da9d4393 cmake maintenance
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
2011-05-31 01:15:44 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
Brecht Van Lommel
cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +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
ca254dd37b add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their own glew library. 2011-04-05 23:31:01 +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
Nathan Letwory
2d3209c4b3 doxygen: gameengine/Rasterizer tagged. 2011-02-25 13:38:24 +00:00
Nathan Letwory
5e41760a15 doxygen: add bullet to extern libs, some small changes in page names, and fixes around license blocks 2011-02-22 16:12:12 +00:00
Nathan Letwory
79f79e0cac doxygen: BGE Network, Physics, Rasterizer 2011-02-22 12:42:55 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
Campbell Barton
0d8416acc7 minor edits, no functional changes.
- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
2011-02-07 22:48:23 +00:00
Campbell Barton
89c617a116 remove nan-makefiles 2011-01-30 15:29:22 +00:00
Benoit Bolsee
fc66b3f2ef BGE: support modifiers without mapping to original mesh both graphically and physically, fixes bug #24942 and #25286.
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.

Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.

Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers

In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
2011-01-23 17:17:21 +00:00
Mitchell Stokes
f71ff8639c Fix to make two-side texface option work with modifiers in the BGE. However, there appear to be some issues when a mesh has mixed two-side and non two-side faces. I think it's a problem in the converter and possibly related to this bug: https://projects.blender.org/tracker/index.php?func=detail&aid=24948&group_id=9&atid=306 2011-01-04 07:43:32 +00:00
Campbell Barton
5e382eb8e5 rename blenderlib to blender_add_lib 2010-12-22 23:09:30 +00:00
Campbell Barton
afacd18498 use lowercase for cmake builtin names and macros, remove contents in else() and endif() which is no longer needed. 2010-12-08 08:43:06 +00:00
Campbell Barton
1dd1cea06e fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,
This define wasn't set in some parts of the BGE causing problems with the view matrix.
in CMake define for the entire BGE fixes this.
2010-11-29 07:56:45 +00:00
Campbell Barton
e8397e6193 include headers in cmake source, added a script to check for consistency, reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-29 04:35:56 +00:00
Campbell Barton
da1f288f50 rename libs internal libs for CMake + SCons (used in MSVC project files)
for game engine use "ge_" prefix & make names generally more descriptive.
2010-11-18 11:42:05 +00:00