Commit Graph

3384 Commits

Author SHA1 Message Date
Sergey Sharybin
e1a254d8de Attempt to fix blenplayer after recent changes 2016-05-10 16:14:24 +02:00
Sergey Sharybin
9239257806 Fix T48393: Blender player doesn't start on files saved with with cyrillic letters in path 2016-05-10 14:31:00 +02:00
Bastien Montagne
ce65fae8f3 Fix T48369: Missing suport for main '+' key.
Many keyboard layouts (italian, spanish, german...) have direct access to '+' key on main
keyboard area (not the numpad one), ans x11 has own define for this key, so use it instead
of generating an unkown key event.

Note that we most likely have much more missing 'specific' keycodes for non-US keyboard layout,
but think since we already had a 'minus' keyevent, supporting 'plus' one is totally consistent.
And we had a spare space in our defined values just for it even!

This keyevent is only supported/generated by x11 and cocoa Ghost backends for now,
neither SDL nor win32 seem to have matching key events...
2016-05-10 08:29:03 +02:00
Alexander Romanov
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
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
Porteries Tristan
2050ecc307 BGE: Fix T48071: Global logic manager
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager,
this request to always update it before run any python script and allow call function like
ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global
m_sCurrentLogicManager is not updated with the proper scene logic manager.
Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add
a similar line. The following patch propose a different way:
- Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is
  set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and
  scene merging.
- Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name
  coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the
  KX_Scene::FindCamera function.

Reviewers: moguri

Differential Revision: https://developer.blender.org/D1913
2016-04-10 23:57:43 +02:00
Campbell Barton
6e31f4f090 Fix T47893: BGE crashes w/ generated mesh data 2016-03-23 23:40:30 +11:00
Joshua Leung
81e7f6b8a0 More compile fixes - Game Engine 2016-03-13 23:34:42 +13:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
Mitchell Stokes
4af287fc9c BGE: Fix memory leak in VBO code 2016-03-10 19:41:45 -08:00
Mitchell Stokes
11e4558313 BGE: Fix animations when using VBOs 2016-03-10 19:41:45 -08:00
Ulysse Martin
bac98199e9 UPBGE: Fix light visibility 2016-03-01 21:21:11 +01:00
Porteries Tristan
266348e658 UPBGE: Disallow shadow buffer render when the lamp is hidden.
It now allow the user to use multiple shadow lamps and hidden the culled lamps.
2016-03-01 21:21:11 +01:00
Campbell Barton
d53132d200 Fix T47015: BGE, objects vanish aligning to vector
1811 by @mangostaniko

Fixes regression since moving to floats.
2016-02-26 09:16:56 +11:00
Sergey Sharybin
d3fa1bd4d5 Fix warnings reported by MSVC
Mainly it's related on a bad practice in SDL to force-define __SSE__
and __SSE2__ flags which generates quite some warnings and causes too
much noise.

There are some other warnings fixed. Should be no functional changes.

NeXyon, please check the changes in audaspace :)
2016-02-23 09:44:54 +01:00
Sergey Sharybin
c0d43871e0 Make Blender ready for C++11
Did a full compile of debug build with C++11 enabled, it all passed compilation
apart from some deprecated type used in GE's Video Texture. Solved it inside of
ifdef block now.

In the future we should uncomment the MSVC part of it, it should all be safe and
correct (MSVC2013 does not define new C++ version but supports C++11). The reason
it is commented is to have absolutely no effect on the upcoming release.
2016-02-20 16:45:53 +01:00
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
Sergey Sharybin
b82538d3b7 Make game engine ready for FFmpeg-3.0 as well 2016-02-16 16:30:14 +01:00
Bastien Montagne
9a0fb589f7 Cleanup: reorganize BKE ID tagging functions.
BKE_main_id_tag_/BKE_main_id_flag_ were horrible naming now that we split those
into flags (for presistent one) and tags (for runtime ones).

Got rid of previous 'tag_' functions behavior (those who were dedicated shortcuts
to set/clear LIB_TAG_DOIT), so now '_tag_' functions affect tags, and '_flag_'
functions affect flags.
2016-02-15 19:38:51 +01:00
Mike Erwin
f91fe78af5 cleanup: spelling, comments, alignment
fixed pet peeve “frustrum” and other non-functional changes.
2016-01-28 01:36:12 -05:00
Alexander Romanov
771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
Sybren A. Stüvel
83c9109926 Fix T46902: Revert zeroing velocity in BGE logic brick
This reverts commit 3dbc123061, "BGE:
allow setting velocity to zero in a motion actuator" as it caused more
issues than it solved. Zeroing linear or angular velocity with logic
bricks is discussed further in https://developer.blender.org/D1545
2016-01-25 13:50:52 +01:00
Alexander Romanov
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
2016-01-23 15:39:31 +03:00
Ulysse Martin
c4c2bd1350 BGE: Allow access to light shadow settings with python
This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.

Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1

Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1690
2016-01-17 18:47:14 +01:00
Sergey Sharybin
5d99cde822 Remove SCons building system
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.

What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.

Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.

This commit includes:

- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
  (this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
  SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
  as well

Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit

Reviewed By: campbellbarton, juicyfruit

Differential Revision: https://developer.blender.org/D1680
2016-01-04 14:20:48 +05:00
Antony Riakiotakis
09e3ef29c1 Get rid of three needless instances of DM_DRAW_OPTION_NO_MCOL.
It would be good to get rid of this entirely, ideally decision
about mcols can be taken at material level and not done per face. More
work needs to be done for that to work though.
2016-01-02 23:22:22 +01:00
Porteries Tristan
f320724195 BGE: Fix invalid operator< for microsoft compiler.
It fixes the strict weak ordering assertion failure, see : https://support.microsoft.com/en-us/kb/949171.
sybren and youle are the author of this commit.
2015-12-30 13:47:43 +01:00
Bastien Montagne
3fcf535d2e Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.

This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.

id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.

New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.

Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.

Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D1683
2015-12-27 12:00:33 +01:00
Alexander Romanov
700c40e2f9 OpenGL: stipple support added to basic GLSL shader
The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D1688
2015-12-26 22:15:23 +01:00
Campbell Barton
df6264f528 Fix T46959: sys.meta_path reset on on exit 2015-12-18 03:00:38 +11:00
Campbell Barton
70273114a1 Cleanup: quiet warning 2015-12-18 02:46:08 +11:00
Jorge Bernal
ee59df521f BGE clean up: use float version of trigonometric functions 2015-12-16 01:53:48 +01:00
Jorge Bernal
0c19a043e8 BGE Ketsji clean-up: double-promotion warnings 2015-12-16 01:53:48 +01:00
Mike Erwin
87fac9a816 use float (not double) for font matrix
Following up on recent double --> float commits in the game engine.
2015-12-14 22:28:12 -05:00
Jorge Bernal
4510fe82aa BGE Physics clean up: double-promotion warnings 2015-12-14 06:56:50 +01:00
Jorge Bernal
94b34c9d44 BGE Scenegraph clean up: double-promotion warnings 2015-12-14 06:56:50 +01:00
Jorge Bernal
d9ee88d126 BGE Rasterizer clean up: double-promotion warnings 2015-12-13 03:20:27 +01:00
Porteries Tristan
6329e20cbb BGE: Use float as default instead of double in Moto library.
Use float in moto instead of double for MT_Scalar.
This switch allow future optimization like SSE.
Additionally, it changes the OpenGL calls to float versions as they are
very bad with doubles.

Reviewers: campbellbarton, moguri, lordloki

Reviewed By: lordloki

Subscribers: brecht, lordloki

Differential Revision: https://developer.blender.org/D1610
2015-12-13 02:09:05 +01:00
Arnaud Degroote
aae93ae4c6 BGE: Improve clock management
This patch improves clock management in BGE, to be able to accelerate /
slow the time, and also to finely synchronize clock with external
engines. Several new python functions have been added and existence ones
have been improved for that purpose. Now we have:

- getClockTime(): Get the current BGE render time, in seconds. The BGE
render time is the simulation time corresponding to the next scene that
will be rendered.

- getFrameTime(): Get the current BGE frame time, in seconds. The BGE
frame time is the simulation time corresponding to the current call of
the logic system. Generally speaking, it is what the user is interested
in.

- getRealTime(): Get the number of real (system-clock) seconds elapsed
since the beginning of the simulation.

- getTimeScale(): Get the time multiplier between real-time and
simulation time. The default value is 1.0. A value greater than 1.0
means that the simulation is going faster than real-time, a value lower
than 1.0 means that the simulation is going slower than real-time.

- setTimeScale(time_scale): Set the time multiplier between real-time
and simulation time. A value greater than 1.0 means that the simulation
is going faster than real-time, a value lower than 1.0 means that the
simulation is going slower than real-time. Note that a too large value
may lead to some physics instabilities.

- getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely
or on an external clock. The default is to use the inner BGE clock.

- setUseExternalClock(use_external_clock): Set if the BGE use the inner
BGE clock, or rely or on an external clock. If the user selects the use
of an external clock, he should call regularly the setClockTime method.

- setClockTime(new_time): Set the next value of the simulation clock. It
is preferable to use this method from a custom main function in python,
as calling it in the logic block can easily lead to a blocked system (if
the time does not advance enough to run at least the next logic step).

Rationale are described more precisely in the thread
http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html.

See also T37640

Reviewers: sybren, panzergame, #game_engine, lordloki, moguri

Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri

Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki

Projects: #game_engine

Maniphest Tasks: T37640

Differential Revision: https://developer.blender.org/D728
2015-12-12 02:46:53 +01:00
Brecht Van Lommel
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
Brecht Van Lommel
b25e4b310f OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not need it. 2015-12-08 18:58:52 +01:00
Mitchell Stokes
964107fbce BGE code cleanup: Removing RAS_GLExtensionManager.
This class did nothing but print out extensions if they were found.
Instead, the code from bge.logic.PrintGLInfo() is now printed as the
Rasterizer is initialized. This gives better information, and it removes
some GL code from KX_PythonInit.cpp (the PrintGLInfo method now calls
the Rasterizer to print the information).

Differential Revision: https://developer.blender.org/D438
2015-12-07 19:25:12 -08:00
Mitchell Stokes
fe2f3a131d OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data)
The only use we had for RAS_StorageIM was to render derived meshes using
Blender's mesh drawing. This is now handled as a special case in
RAS_OpenGLRasterizer instead of in RAS_StorageIM.

We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment
vertex arrays are still the default since our vertex array with display
lists implementation is still much faster than our VBO code in a lot of
cases. As we improve our VBO code, we can drop vertex arrays since
Blender's minimum OpenGL version is being bumped up to 2.1, which
supports VBOs.
2015-12-07 19:05:09 -08:00
Mitchell Stokes
9d03307033 BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti()
The work that was being done in IndexPrimitiveMulti() is now done by
IndexPrimitive() and we always assume multitexture support.
2015-12-07 19:05:04 -08:00
Ulysse Martin
34f51cd498 Fix a regression introduced by https://developer.blender.org/D1396 on video playing
Fix a regression introduced by https://developer.blender.org/D1396 on video playing

Look at @mariomey example file.

Reviewers: panzergame

Subscribers: mariomey

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1623
2015-11-28 14:56:22 +01:00
Porteries Tristan
b3808a4e06 BGE: Fix ray cast with unfound property.
To return a valid ray cast result the object must not be NULL and KX_RayCast::RayTest must return true.
2015-11-26 19:54:27 +01:00
Campbell Barton
88556d801f Fix T46870: bge globalDict kept between sessions 2015-11-26 11:08:35 +11:00
Sybren A. Stüvel
31cc60e76b BGE: Save screenshots in a different thread
This patch allows the game engine to keep running while performing things like PNG compression and disk I/O.

As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS.

Reviewers: lordloki, moguri, panzergame

Reviewed By: moguri, panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1507
2015-11-24 09:15:15 +01:00
Antony Riakiotakis
db1f0e3616 Error out on Windows if driver does not support OpenGL 2.1 with an error
messagebox.
2015-11-22 20:53:57 +01:00
Antony Riakiotakis
c402a379a2 Remove vertex array support from GPUBuffers. Remove USER_DISABLE_VBO. All
GPUBuffer rendering is now done using vertex buffers.

Vertex arrays are completely removed from GL 3.2 core profile, so we'll
have to do this change at some point anyway.

This commit, though big, is not modifying blender in any way. Use should
be exactly as if the vetex buffer option is constantly on.
2015-11-22 19:47:54 +01:00