The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.
Constructor:
VideoTexture.ImageMirror(scene,observer,mirror,material)
scene: reference to the scene that will be rendered.
Both observer and mirror must be part of that scene.
observer: reference to a game object used as view point for
mirror rendering: the scene will be rendered through
the mirror as if the active camera was at the observer
location. Usually the observer is the active camera
but you can use any game obejct.
mirror: reference to the mesh object holding the mirror.
material: material ID of the mirror texture as returned by
VideoTexture.materialID(). The mirror is formed by
the polygons mapped to that material.
There are no specific methods or attributes. ImageMirror inherits
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror
rendering.
Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror
rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
or quasi planar mirror. For spherical mirror, you will get better
results with ImageRender and a camera at the center of the mirror.
ImageMirror automatically computes the mirror orientation and
position. The mirror doesn't need to be rectangular, it can be
circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
coordinates. If the mirror is not vertical, ImageMirror will
compute the up direction as being the projection of the Z axis
on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
- make a planar projection of the mirror polygons (Unwrap or projection from view)
- eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
- scale the projection so that the extreme points touch the border of the texture
- flip the UV projection horizontally (scale -1 on X axis). This is needed
because the mirror texture is rendered from the back of the mirror and
thus is reversed from the view point of the observer. Horizontal flip
in the UV map restores the correct orientation.
Besides these simple rules, the mirror rendering is completely automatic.
In particular, you don't need to allocate a camera for the rendering,
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the
algorithm always computes the correct camera position based on observer
relative position. You don't have to worry about mirror position in the scene:
the algorithm automatically computes the camera frustum so that any object
behind the mirror is not rendered.
Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
a pointer to them but does not increment the reference count. You must ensure
that these game objects are not deleted as long as you refresh() the ImageMirror
object. You must release the ImageMirror object before you delete the game
objects. To release the ImageMirror object (normally stored in GameLogic),
just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
but it is not disabled when the mirror is out of sight of the observer.
You should only refresh the mirror when you know that the observer is likely to see it.
For example, no need to refresh a car inner mirror when the player is not in the car.
Example:
contr = GameLogic.getCurrentController()
# object holding the mirror
mirror = contr.getOwner()
scene = GameLogic.getCurrentScene()
# observer will be the active camere
camera = scene.getObjectList()['OBCamera']
matID = VideoTexture.materialID(mirror, 'IMmirror.png')
GameLogic.mirror = VideoTexture.Texture(mirror, matID)
GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
# to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
similar to os.path.relpath but uses blendfile path rather then the current working directory.
Also use python exceptions rather then providing our own ones.
The new class VideoTexture.ImageRender() is available to perform
render to texture in the GE.
Constructor:
VideoTexture.ImageRender(scene,cam)
cam : camera object that will be used for the render.
It must be an inactive camera.
scene: reference to the scene that will be rendered.
The camera must be part of that scene.
Returns an object that can be used as a source of a VideoTexture.Texture object
Methods: none
Attributes:
background:
4-tuple representing the background color of the rendering
as RGBA color components, each component being an integer
between 0 and 255.
Default value = [0,0,255,255] (=saturated blue)
Note: athough the alpha component can be specified, it is not
supported at the moment, the alpha channel of the rendered
texture will always be 255. You can however introduce an
alpha channel by appending a FilterBlueScreen() filter, it
will set the alpha to 0 (transparent) on all pixels that were
not rendered.
capsize:
2-tuple representing the size of the render area as [x,y] number of pixels.
Default value = largest rectangle with power of 2 dimensions that fits in the canvas
You may want to reduce the render area to increase performance. For example,
a render area of [256,128] is probably sufficient to implement a car inner mirror.
For best performance, use power of 2 dimensions and don't set any filter: this
allows direct transfer between the GPU frame buffer and texture memory
without going through the host.
alpha:
Boolean indicating if the render alpha channel should be copied to the texture.
Default value: False
Experimental, do not use.
whole:
Boolean indicating if the entire canvas should be used for the rendering.
Default value: False
Note: There is no reason to set this attribute to True: the rendering will
in any case be scaled down to the largest rectangle with power of 2
dimensions before transfering to the texture.
Attributes inherited from the ImageBase class:
image : image binary data, read-only
size : [x,y] size of the texture, read-only
scale : set to True for fast scale down in case the render area dimensions are not power of 2
flip : set to True for vertical flip.
filter: set a post-processing filter on the render.
Notes:
* Aspect Ratio
For consistent results in Blender and Blenderplayer, the same aspect ratio used
by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y)
is also used during the rendering. You can control the portion of the scene that
will be rendered by "looking through the camera": the zone inside the outer dotted
rectangle will be rendered to the texture.
In order to reproduce the scene without X/Y distortion, you must apply the texture
on an object or portion of object that has the same aspect ratio.
* Order of rendering
The rendereing is performed when you call the refresh() method of the parent
Texture object. This happens outside the normal frame rendering and will have no
effect on it.
However, if you want to use ImageViewport and ImageRender at the same time, be
sure to refresh the viewport texture before the render texture because the latter
will destroy the frame buffer that is used by the former to update the texture.
* Scene status
The meshes are not updated during the render to texture: the rendered texture
is one frame late to the rendered frame with regards to mesh deformation.
* Example:
cont = GameLogic.getCurrentController()
# object that receives the texture
obj = contr.getOwner()
scene = GameLogic.getCurrentScene()
# camera used for the render
tvcam = scene.getObjectList()['OBtvcam']
# assume obj has some faces UV assigned to tv.png
matID = VideoTexture.materialID(obj, 'IMtv.png')
GameLogic.tv = VideoTexture.Texture(obj, matID)
GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam)
GameLogic.tv.source.capsize = [256,256]
# to render the texture, just call GameLogic.tv.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
outliner. Clicking on one activates it and takes you to the object buttons - it's a
lot better to see what's going on than a little < 1 Part 5 > that gives very little
indication.
to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in
user-def.mk.
Other changes related to irix:
* compile solid from extern/
* don't build plugins (yet) with "make release" when using gcc (the shell
script used assumes MIPSpro is installed)
* use statvfs instead of statfs on irix, like done on solaris
* use external libs from $(LCGDIR) instead of /usr/freeware
* use glew header files from $(LCGDIR)/glew instead of the ones installed on
the system (this applies to other platforms as well)
* ffmpeg support currently is disabled on irix
Reset transform restriction flags when switching to other transformations while running.
Also don't draw constraint if no constraint flag is on (old annoyance).
void bicubic_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void neareast_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void bilinear_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
Added...
void bicubic_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void neareast_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void bilinear_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
This is needed so for projection painting but generally useful if you want to get the interpolated color of a pixel in an image without having a destination imbuf.
While editing these I noticed the functons are a bit dodgy, they assume the input ImBuf has matching float/chr buffer to the output.
Tested overall speedup is about 5x when scaling 4096x4096 -> 4000x4000 in the sequencer.
There were some artifacts in the resulting image but double checked and the old code gives the same problems.
Added back old code with #if 0's since its a bit more readable.
Grease Pencil crashed after duplicating a screen-area, and deleting a layer from the original screen-area. The duplication code was not reassigning some pointers.
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.
Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)
Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.
It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.
NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
* BLI_linklist_index() - to get an items index in a LinkList
* BLI_memarena_use_malloc() - BLI_memarena_use_calloc alredy existed but there was no way to switch back to malloc.
also added texnodes to cmake
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.
Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
Modified to work in linux too, on my system subprocess.Popen(appstring) only works when appstring is a list.
Blenders __import__ didnt support keywords like pythons causing the subprocess module to fail for me.
added keywords to blenders c/api import to match pythons.
You can specify a image name (starting with 'IM') instead of a material
name in VideoTexture.materialID() and return the material ID matching
this texture.
The advantage of this method is that is works with blender material
and UV texture. In case of UV texture, it grabs the internal material
corresponding to the faces that are assigned to this texture. In case
of blender material, it grabs the material that has an image texture
matching the name as first texture channel.
In both cases, the texture id used in VideoTexture.Texture() should be 0.
Ex:
matID = VideoTexture.materialID(obj,'IMvideo.png')
GameLogic.video = VideoTexture.Texture(obj, matID, 0)