Commit Graph

12427 Commits

Author SHA1 Message Date
Benoit Bolsee
149d231d69 VideoTexture: new ImageMirror class for easy mirror (and portal) creation
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
2008-12-04 16:07:46 +00:00
Campbell Barton
aed82a1863 Added Blender.sys.relpath(path, start='//')
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.
2008-12-03 06:09:07 +00:00
Robin Allen
6fbeed1355 Changed vector math to use library functions. 2008-11-29 16:52:06 +00:00
Benoit Bolsee
6a51ba54cd VideoTexture: new ImageRender class for Render To Texture
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
2008-11-26 17:47:42 +00:00
Benoit Bolsee
15e193f253 BGE update: helper functions for VideoTexture render to texture feature. 2008-11-26 17:38:54 +00:00
Benoit Bolsee
650ac62919 BGE bug fix: culling algorithm didn't used the correct camera. 2008-11-26 17:35:53 +00:00
Robin Allen
402fbd95cc 2 things:
* Patch #17998
* tex_input_vec now takes 3-vector as first argument (was 4-vector).
2008-11-26 13:07:24 +00:00
Matt Ebb
d6ba347266 * Added a new Timeline menu entry: Playback -> Sync Playback to Frames/Sec. It's
more convenient and sensible to find this feature, than over in the audio settings 
(dropping frames in playback is not just for audio!)
2008-11-26 00:47:38 +00:00
Matt Ebb
00fae51fc1 * Added 'Particle System' entries as children of particle system modifiers in the
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.
2008-11-25 23:14:00 +00:00
Stefan Gartner
376ba4ac14 * fix path to openexr on irix
* added missing define in storage.c
2008-11-25 12:53:13 +00:00
Nathan Letwory
cac2a438ae * make sure Bullet is enabled when WITH_BF_BULLET=True 2008-11-25 08:00:58 +00:00
Stefan Gartner
f1474648d3 patch #8583: Add support for gcc on irix
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
2008-11-24 14:15:05 +00:00
Martin Poirier
1a28bf797e [#18021] Rotating gets locked to axis after trackball rotate mode is entered
Reset transform restriction flags when switching to other transformations while running.

Also don't draw constraint if no constraint flag is on (old annoyance).
2008-11-23 15:27:53 +00:00
Martin Poirier
520a5b0926 Crasher fix.
If vertex groups had % in them, the function making the menu string would crash (in release only).
2008-11-20 21:45:22 +00:00
Campbell Barton
935ed8a53b commit yesterday broke scaling in the sequencer (dumb mistake)
also changed 3 if's into a switch statement for selecting the interpolation.
2008-11-20 00:34:24 +00:00
Campbell Barton
f8e56e96bf Split up the following imbuf functions in 2...
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.
2008-11-19 03:28:07 +00:00
Campbell Barton
a4776347ea bicubic_interpolation - dont use pow(val, 3.0f) at all, do (val*val*val) instead,
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.
2008-11-19 02:07:23 +00:00
Martin Poirier
826c6d935d QuatOne was so wrong is would make Hamilton cry.
Thankfully, very little code used it, the only exception being the retarget code in etch-a-ton.
2008-11-17 22:13:45 +00:00
Campbell Barton
3a1cfa5015 Added BF_PROFILE_LINKFLAGS, Compiling with BF_PROFILE=1 was also throwing a python error. 2008-11-17 10:43:12 +00:00
Martin Poirier
0bee65b624 Fix compilation on OS X
Patch by dfelinto
2008-11-17 00:54:45 +00:00
Hamed Zaghaghi
da1738377f 17973Patch by dfelinto, and also fixed a bug in 2d-filters 2008-11-15 12:10:16 +00:00
Martin Poirier
7401c57fb3 Transform Roll Fixes for editbone. Special case for rotation, we don't need to guess in those case and the result is better if we use the real rotation. 2008-11-14 03:13:40 +00:00
Joshua Leung
fece3f5e97 Bugfix:
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.
2008-11-14 02:13:10 +00:00
Campbell Barton
ff0c599c4b update for compiling cross compiling win32 on linux, had a lot of trouble with makesdna, the only way I could build and link was as a
win32 binary.
Still unable to link blender.exe
and run with wine.
2008-11-13 23:12:38 +00:00
Martin Poirier
dc4ef17eea ==Armature==
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.
2008-11-13 22:35:40 +00:00
Martin Poirier
e76f7e7930 Normal Orientation on EditBones uses roll for Z axis. 2008-11-13 21:44:32 +00:00
Robin Allen
c838ee9592 Removed support for nested texture trees, minor ui enhancements 2008-11-13 09:57:11 +00:00
Campbell Barton
a35345f8ba 2 utility functions added for projection painting.
* 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
2008-11-12 22:35:58 +00:00
Andrea Weikert
ae3bb90975 fix bad level call in texture nodes
BIF_preview_changed wasn't needed after all.
2008-11-12 21:02:45 +00:00
Robin Allen
bc53b942fe Added stubs to fix linker errors in texnodes 2008-11-12 20:11:54 +00:00
Ton Roosendaal
0509409c6b Bah, two more files! 2008-11-12 19:14:46 +00:00
Ton Roosendaal
8030cb03fd Patch #7897 Texture Nodes!
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. :)
2008-11-12 19:03:50 +00:00
Nathan Letwory
b8fb31e236 Remove BGE defines from highest level and define only there where needed. This prevents scons from doing complete rebuilds when toggling BGE related options. 2008-11-11 22:48:47 +00:00
Nathan Letwory
7e4db234ce previous commits showed that the absolute path problem was even deeper. This should fix yet again some of the problems with giving them to BF_BUILDDIR 2008-11-11 21:37:53 +00:00
Nathan Letwory
7f3b158030 fix problem with giving absolute paths to BF_BUILDDIR 2008-11-11 20:26:53 +00:00
Campbell Barton
483136c8e4 Adjusted scons files so disabling quicktime, python and sdl also removes their includes when building.
writefile.c had usless include.
2008-11-11 14:14:22 +00:00
Campbell Barton
db67426dbf fix for [#17959] NURBS Circle: pie-shaped deformation, sticking to object origin 2008-11-11 05:03:03 +00:00
Campbell Barton
13fe65cf46 removed some warnings 2008-11-11 04:42:15 +00:00
Martin Poirier
8b32ad784b Median center didn't use TD_NOCENTER properly, making it work incorrectly with hinge bones (and with chain rotations). 2008-11-11 03:12:31 +00:00
Campbell Barton
a00e63a542 bicubic_interpolation function was re-calculating a variable it didnt need to - (was calling 32 pow()'s per pixel, now only 8 - approx 3-4x speedup on my system). 2008-11-11 01:13:05 +00:00
Benoit Bolsee
773824bbea VideoTexture: support VideoTexture in blenderplayer 2008-11-10 22:17:40 +00:00
Martin Poirier
3c69864540 Chain rotations for objects and pose bones (for teamto)
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)
2008-11-10 21:23:54 +00:00
Ton Roosendaal
8fc7d4640c Bugfix #17965
Most Surface (NURBS) tools in buttons didn't add undo pushes.
2008-11-10 10:05:09 +00:00
Matt Ebb
ac224d0b89 Patch #17971 by Nathan Vegdahl:
Makes colorband GUI display proper color interpolation

(for real this time)
2008-11-10 05:42:07 +00:00
Benoit Bolsee
2de476c88f VideoTexture: Preserve alpha channel if present in video, images and sequences. Better detection of end of video. 2008-11-09 21:42:30 +00:00
Nathan Letwory
d5ae032a60 * typo fix 2008-11-08 13:39:37 +00:00
Nathan Letwory
d1248ff6d8 === BPy API ===
* add two optional arguments to control click step and precision of Number buttons.
2008-11-08 13:38:21 +00:00
Campbell Barton
37c1fd2303 [#17958] Windows path fix for image_edit.py script.
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.
2008-11-07 15:16:30 +00:00
Benoit Bolsee
8b2811d9d5 VideoTexture: VideoTexture.materialID() can now take texture image name.
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)
2008-11-07 10:54:32 +00:00
Benoit Bolsee
5567f3dded VideoTexture: comment was misplaced after previous commit. 2008-11-06 23:52:47 +00:00