Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
With the explicit calls we don't need to worry about current state
outside of the GPU module now. In fact. we don't need to worry about
current matrix mode in core profile at all.
Legacy OpenGL now has some code which ensures current matrix mode
when using explicit calls to push/pop matrix.
There are two major things in this commit.
First one is to have proper stack for projection matrices. This is
something what OpenGL specification grants to have at least 2 elements
for and what is required to have for proper editor drawing without
refactoring the way how we restore projection matrix.
Supporting this stack have following advantages:
- Our GPU stack is closer to OpenGL specs, making it easier to follow
by other developers who are always familiar with OpenGL.
- Makes it easier to port all editors to a new API.
- Should help us getting rid of extra matrix push/pop added in
various commits to 2.8 branch.
The new API follows the following convention:
- gpuPushMatrix/gpuPopMatrix ALWAYS deals with model view matrix
and nothing more.
While this name does not fully indicate that it's only model view
matrix operator, it matches behavior of other matrix operations
such as transform which also doesn't indicate what matrix type
they are operating on.
- Projection matrix has dedicated calls for push/pop which are
gpuPushProjectionMatrix/gpuPopProjectionMatrix.
The issue was caused here by usage of deprecated GL_CURRENT_PROGRAM
which was returning rubbish value.
Now we use imm API and create vertex format prior to immBindProgram.
This made us required to have some sort of state passed from setup
function to actual drawing.
This helper function was marked DEPRECATED since it uses old OpenGL calls.
Switched last 2 uses to imm_draw_checker_box, which does the same thing, only awesome.
Part of T49043
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...
Historically blender had an audio sample rate of 44.1 kHz as default which is mostly popular because it's the sample rate of audio CDs. Audaspace kept using this default from the pre 2.5 era. It was about time to change to 48 kHz, which is a more widespread standard nowadays, especially in video. It is the recommended sampling rate of the Audio Engineering Society.
Further reading: https://en.wikipedia.org/wiki/44,100_Hz#Status
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
Holds 30 frames in memory. Could make it check memory instead but that
should suffice for now to make sure blender does not crash on me with
movie files.
Previously the system would load eveything in memory so something like
playing caminandes in player would swap after 30 seconds in local
computer.
OpenGL is detected:
Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.
There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.
For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)
The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.
Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.
A user preference flag is provided to turn the warning off.
Now stop posting those bug reports without installing a driver first -
please?