Add an Python Material example

This commit is contained in:
Kester Maddock 2005-01-16 06:27:12 +00:00
parent 3b91ea4309
commit dd0d5c26fa

@ -2,10 +2,141 @@
class KX_PolygonMaterial:
"""
This is the interface to materials in Blender.
This is the interface to materials in the game engine.
Materials define the render state to be applied to mesh objects.
This example requires:
- PyOpenGL http://pyopengl.sourceforge.net/
- GLEWPy http://glewpy.sourceforge.net/
Example::
import GameLogic
import OpenGL
from OpenGL.GL import *
from OpenGL.GLU import *
import glew
from glew import *
glewInit()
vertex_shader = \"\"\"
void main(void)
{
gl_Position = ftransform();
}
\"\"\"
fragment_shader =\"\"\"
void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
\"\"\"
class MyMaterial:
def __init__(self):
self.pass_no = 0
# Create a shader
self.m_program = glCreateProgramObjectARB()
# Compile the vertex shader
self.shader(GL_VERTEX_SHADER_ARB, (vertex_shader))
# Compile the fragment shader
self.shader(GL_FRAGMENT_SHADER_ARB, (fragment_shader))
# Link the shaders together
self.link()
def PrintInfoLog(self, tag, object):
\"\"\"
PrintInfoLog prints the GLSL compiler log
\"\"\"
print "Tag: def PrintGLError(self, tag = ""):
def PrintGLError(self, tag = ""):
\"\"\"
Prints the current GL error status
\"\"\"
if len(tag):
print tag
err = glGetError()
if err != GL_NO_ERROR:
print "GL Error: %s\\n"%(gluErrorString(err))
def shader(self, type, shaders):
\"\"\"
shader compiles a GLSL shader and attaches it to the current
program.
type should be either GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB
shaders should be a sequence of shader source to compile.
\"\"\"
# Create a shader object
shader_object = glCreateShaderObjectARB(type)
# Add the source code
glShaderSourceARB(shader_object, len(shaders), shaders)
# Compile the shader
glCompileShaderARB(shader_object)
# Print the compiler log
self.PrintInfoLog("vertex shader", shader_object)
# Check if compiled, and attach if it did
compiled = glGetObjectParameterivARB(shader_object, GL_OBJECT_COMPILE_STATUS_ARB)
if compiled:
glAttachObjectARB(self.m_program, shader_object)
# Delete the object (glAttachObjectARB makes a copy)
glDeleteObjectARB(shader_object)
# print the gl error log
self.PrintGLError()
def link(self):
\"\"\"
Links the shaders together.
\"\"\"
# clear error indicator
glGetError()
glLinkProgramARB(self.m_program)
self.PrintInfoLog("link", self.m_program)
linked = glGetObjectParameterivARB(self.m_program, GL_OBJECT_LINK_STATUS_ARB)
if not linked:
print "Shader failed to link"
return
glValidateProgramARB(self.m_program)
valid = glGetObjectParameterivARB(self.m_program, GL_OBJECT_VALIDATE_STATUS_ARB)
if not valid:
print "Shader failed to validate"
return
def Activate(self, rasty, cachingInfo, mat):
self.pass_no+=1
if (self.pass_no == 1):
glDisable(GL_COLOR_MATERIAL)
glUseProgramObjectARB(self.m_program)
return True
glEnable(GL_COLOR_MATERIAL)
glUseProgramObjectARB(0)
self.pass_no = 0
return False
obj = GameLogic.getCurrentController().getOwner()
mesh = obj.getMesh(0)
for mat in mesh.materials:
mat.setCustomMaterial(MyMaterial())
print mat.texture
@bug: All attributes are read only.
@ivar texture: Texture name