[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21829] branches/blender2.5/blender: 2.5: Render/Game Engine

Brecht Van Lommel brecht at blender.org
Thu Jul 23 23:50:40 CEST 2009


Revision: 21829
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21829
Author:   blendix
Date:     2009-07-23 23:50:40 +0200 (Thu, 23 Jul 2009)

Log Message:
-----------
2.5: Render/Game Engine

An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.

* Top header now has an engine menu, to choose between the blender
  render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
  only properties that work in the game engine, and similarly for
  the render engine.
* Moved panels from the logic space and game tabs to the physics,
  scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
  specific too, to better show what is supported.

Modified Paths:
--------------
    branches/blender2.5/blender/release/ui/buttons_game.py
    branches/blender2.5/blender/release/ui/buttons_physics_cloth.py
    branches/blender2.5/blender/release/ui/buttons_physics_field.py
    branches/blender2.5/blender/release/ui/buttons_physics_fluid.py
    branches/blender2.5/blender/release/ui/buttons_physics_softbody.py
    branches/blender2.5/blender/release/ui/buttons_scene.py
    branches/blender2.5/blender/release/ui/buttons_world.py
    branches/blender2.5/blender/release/ui/space_info.py
    branches/blender2.5/blender/release/ui/space_logic.py
    branches/blender2.5/blender/source/blender/editors/screen/screen_ops.c
    branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_context.c
    branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_header.c
    branches/blender2.5/blender/source/blender/editors/space_buttons/space_buttons.c
    branches/blender2.5/blender/source/blender/makesdna/DNA_space_types.h
    branches/blender2.5/blender/source/blender/makesrna/SConscript
    branches/blender2.5/blender/source/blender/makesrna/intern/SConscript
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_render.c
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_scene.c
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_space.c
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_world.c
    branches/blender2.5/blender/source/blender/render/extern/include/RE_pipeline.h
    branches/blender2.5/blender/source/blender/render/intern/source/pipeline.c
    branches/blender2.5/blender/source/blender/windowmanager/intern/wm_init_exit.c
    branches/blender2.5/blender/source/creator/creator.c

Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-23 21:35:11 UTC (rev 21828)
+++ branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-23 21:50:40 UTC (rev 21829)
@@ -1,41 +1,20 @@
 
 import bpy
  
-class GameButtonsPanel(bpy.types.Panel):
+class PhysicsButtonsPanel(bpy.types.Panel):
 	__space_type__ = "BUTTONS_WINDOW"
 	__region_type__ = "WINDOW"
-	__context__ = "game"
+	__context__ = "physics"
 
-class GAME_PT_context_game(GameButtonsPanel):
-	__idname__ = "GAME_PT_context_game"
-	__no_header__ = True
+	def poll(self, context):
+		ob = context.active_object
+		rd = context.scene.render_data
+		return ob and ob.game and (rd.engine == 'BLENDER_GAME')
 
-	def draw(self, context):
-		layout = self.layout
-		ob = context.object
-		game = context.game
-
-		split = layout.split(percentage=0.06)
-		split.itemL(text="", icon="ICON_GAME")
-		split.itemR(game, "name", text="")
-
-class GAME_PT_data(GameButtonsPanel):
-	__idname__ = "GAME_PT_data"
-	__label__ = "Data"
-
-	def draw(self, context):
-		layout = self.layout
-		ob = context.object
-		game = context.game
-
-class GAME_PT_physics(GameButtonsPanel):
-	__idname__ = "GAME_PT_physics"
+class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
+	__idname__ = "PHYSICS_PT_game_physics"
 	__label__ = "Physics"
 
-	def poll(self, context):
-		ob = context.active_object
-		return ob and ob.game
-
 	def draw(self, context):
 		layout = self.layout
 		ob = context.active_object
@@ -97,15 +76,10 @@
 		sub.itemR(game, "lock_y_rot_axis", text="Y")
 		sub.itemR(game, "lock_z_rot_axis", text="Z")
 
-
-class GAME_PT_collision_bounds(GameButtonsPanel):
-	__idname__ = "GAME_PT_collision_bounds"
+class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
+	__idname__ = "PHYSICS_PT_game_collision_bounds"
 	__label__ = "Collision Bounds"
 
-	def poll(self, context):
-		ob = context.active_object
-		return ob and ob.game
-	
 	def draw_header(self, context):
 		layout = self.layout
 		ob = context.active_object
@@ -130,8 +104,208 @@
 		sub = split.column()
 		sub.itemR(game, "collision_margin", text="Margin", slider=True)
 
+bpy.types.register(PHYSICS_PT_game_physics)
+bpy.types.register(PHYSICS_PT_game_collision_bounds)
 
-bpy.types.register(GAME_PT_context_game)
-bpy.types.register(GAME_PT_data)
-bpy.types.register(GAME_PT_physics)
-bpy.types.register(GAME_PT_collision_bounds)
\ No newline at end of file
+class SceneButtonsPanel(bpy.types.Panel):
+	__space_type__ = "BUTTONS_WINDOW"
+	__region_type__ = "WINDOW"
+	__context__ = "scene"
+
+	def poll(self, context):
+		rd = context.scene.render_data
+		return (rd.engine == 'BLENDER_GAME')
+
+class SCENE_PT_game(SceneButtonsPanel):
+	__label__ = "Game"
+
+	def draw(self, context):
+		layout = self.layout
+		rd = context.scene.render_data
+
+		row = layout.row()
+		row.itemO("view3d.game_start", text="Start")
+		row.itemL()
+
+class SCENE_PT_game_player(SceneButtonsPanel):
+	__label__ = "Player"
+
+	def draw(self, context):
+		layout = self.layout
+		gs = context.scene.game_data
+		row = layout.row()
+		row.itemR(gs, "fullscreen")
+
+		split = layout.split()
+		col = split.column()
+		col.itemL(text="Resolution:")
+		colsub = col.column(align=True)
+		colsub.itemR(gs, "resolution_x", slider=False, text="X")
+		colsub.itemR(gs, "resolution_y", slider=False, text="Y")
+
+		col = split.column()
+		col.itemL(text="Quality:")
+		colsub = col.column(align=True)
+		colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
+		colsub.itemR(gs, "frequency", text="FPS", slider=False)
+
+		# framing:
+		col = layout.column()
+		col.itemL(text="Framing:")
+		col.row().itemR(gs, "framing_type", expand=True)
+
+		colsub = col.column()
+		colsub.itemR(gs, "framing_color", text="")
+
+class SCENE_PT_game_stereo(SceneButtonsPanel):
+	__label__ = "Stereo"
+
+	def draw(self, context):
+		layout = self.layout
+		gs = context.scene.game_data
+
+		# stereo options:
+		col= layout.column()
+		row = col.row()
+		row.itemR(gs, "stereo", expand=True)
+ 
+		stereo_mode = gs.stereo
+
+		# stereo:
+		if stereo_mode == 'STEREO':
+			row = layout.row()
+			row.itemR(gs, "stereo_mode")
+
+		# dome:
+		if stereo_mode == 'DOME':
+			row = layout.row()
+			row.itemR(gs, "dome_mode", text="Dome Type")
+
+			split=layout.split()
+			col=split.column()
+			col.itemR(gs, "dome_angle", slider=True)
+			col.itemR(gs, "dome_tesselation", text="Tesselation")
+			col=split.column()
+			col.itemR(gs, "dome_tilt")
+			col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+			col=layout.column()
+			col.itemR(gs, "dome_text")
+
+bpy.types.register(SCENE_PT_game)
+bpy.types.register(SCENE_PT_game_player)
+bpy.types.register(SCENE_PT_game_stereo)
+
+class WorldButtonsPanel(bpy.types.Panel):
+	__space_type__ = "BUTTONS_WINDOW"
+	__region_type__ = "WINDOW"
+	__context__ = "world"
+
+	def poll(self, context):
+		rd = context.scene.render_data
+		return (rd.engine == 'BLENDER_GAME')
+
+class WORLD_PT_game_context_world(WorldButtonsPanel):
+	__no_header__ = True
+
+	def poll(self, context):
+		rd = context.scene.render_data
+		return (context.scene != None) and (rd.use_game_engine)
+
+	def draw(self, context):
+		layout = self.layout
+		
+		scene = context.scene
+		world = context.world
+		space = context.space_data
+
+		split = layout.split(percentage=0.65)
+
+		if scene:
+			split.template_ID(scene, "world", new="world.new")
+		elif world:
+			split.template_ID(space, "pin_id")
+
+class WORLD_PT_game_world(WorldButtonsPanel):
+	__label__ = "World"
+
+	def draw(self, context):
+		layout = self.layout
+		world = context.world
+
+		row = layout.row()
+		row.column().itemR(world, "horizon_color")
+		row.column().itemR(world, "ambient_color")
+
+		layout.itemR(world.mist, "enabled", text="Mist")
+
+		row = layout.column_flow()
+		row.active = world.mist.enabled
+		row.itemR(world.mist, "start")
+		row.itemR(world.mist, "depth")
+
+
+"""
+class WORLD_PT_game(WorldButtonsPanel):
+	__space_type__ = "LOGIC_EDITOR"
+	__region_type__ = "UI"
+	__label__ = "Game Settings"
+
+	def draw(self, context):
+		layout = self.layout
+		world = context.world
+		
+		flow = layout.column_flow()
+		flow.itemR(world, "physics_engine")
+		flow.itemR(world, "physics_gravity")
+		
+		flow.itemR(world, "game_fps")
+		flow.itemR(world, "game_logic_step_max")
+		flow.itemR(world, "game_physics_substep")
+		flow.itemR(world, "game_physics_step_max")
+		
+		flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
+		flow.itemR(world, "game_occlusion_culling_resolution")
+"""
+
+class WORLD_PT_game_physics(WorldButtonsPanel):
+	__label__ = "Physics"
+ 
+	def draw(self, context):
+		layout = self.layout
+		gs = context.scene.game_data
+		flow = layout.column_flow()
+		flow.itemR(gs, "physics_engine")
+		if gs.physics_engine != "NONE":
+			flow.itemR(gs, "physics_gravity", text="Gravity")
+ 
+			split = layout.split()
+			col = split.column()
+			col.itemL(text="Physics Steps:")
+			colsub = col.column(align=True)
+			colsub.itemR(gs, "physics_step_max", text="Max")
+			colsub.itemR(gs, "physics_step_sub", text="Substeps")
+			col.itemR(gs, "fps", text="FPS")
+			
+			col = split.column()
+			col.itemL(text="Logic Steps:")
+			col.itemR(gs, "logic_step_max", text="Max")
+			col.itemS()
+			col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
+			colsub = col.column()
+			colsub.active = gs.use_occlusion_culling
+			colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
+			
+
+		else:
+			split = layout.split()
+			col = split.column()
+			col.itemL(text="Physics Steps:")
+			col.itemR(gs, "fps", text="FPS")
+			col = split.column()
+			col.itemL(text="Logic Steps:")
+			col.itemR(gs, "logic_step_max", text="Max")
+
+bpy.types.register(WORLD_PT_game_context_world)
+bpy.types.register(WORLD_PT_game_world)
+bpy.types.register(WORLD_PT_game_physics)
+

Modified: branches/blender2.5/blender/release/ui/buttons_physics_cloth.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_cloth.py	2009-07-23 21:35:11 UTC (rev 21828)
+++ branches/blender2.5/blender/release/ui/buttons_physics_cloth.py	2009-07-23 21:50:40 UTC (rev 21829)
@@ -8,7 +8,8 @@
 
 	def poll(self, context):
 		ob = context.object
-		return (ob and ob.type == 'MESH')
+		rd = context.scene.render_data
+		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
 		
 class PHYSICS_PT_cloth(PhysicButtonsPanel):
 	__idname__ = "PHYSICS_PT_cloth"

Modified: branches/blender2.5/blender/release/ui/buttons_physics_field.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-07-23 21:35:11 UTC (rev 21828)
+++ branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-07-23 21:50:40 UTC (rev 21829)
@@ -7,7 +7,8 @@
 	__context__ = "physics"
 
 	def poll(self, context):
-		return (context.object != None)
+		rd = context.scene.render_data
+		return (context.object != None) and (not rd.use_game_engine)
 		
 class PHYSICS_PT_field(PhysicButtonsPanel):
 	__idname__ = "PHYSICS_PT_field"
@@ -171,7 +172,8 @@
 	
 	def poll(self, context):
 		ob = context.object
-		return (ob and ob.type == 'MESH')
+		rd = context.scene.render_data
+		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
 
 	def draw_header(self, context):
 		settings = context.object.collision
@@ -213,4 +215,4 @@
 		col.itemR(settings, "damping", text="Factor", slider=True)
 		
 bpy.types.register(PHYSICS_PT_field)
-bpy.types.register(PHYSICS_PT_collision)
\ No newline at end of file
+bpy.types.register(PHYSICS_PT_collision)

Modified: branches/blender2.5/blender/release/ui/buttons_physics_fluid.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_fluid.py	2009-07-23 21:35:11 UTC (rev 21828)
+++ branches/blender2.5/blender/release/ui/buttons_physics_fluid.py	2009-07-23 21:50:40 UTC (rev 21829)
@@ -8,7 +8,8 @@
 
 	def poll(self, context):
 		ob = context.object
-		return (ob and ob.type == 'MESH')
+		rd = context.scene.render_data
+		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
 		
 class PHYSICS_PT_fluid(PhysicButtonsPanel):
 	__idname__ = "PHYSICS_PT_fluid"
@@ -266,4 +267,4 @@
 bpy.types.register(PHYSICS_PT_fluid)
 bpy.types.register(PHYSICS_PT_domain_gravity)

@@ Diff output truncated at 10240 characters. @@




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