blender/source/gameengine/PyDoc/KX_PolygonMaterial.py
2005-01-16 06:27:12 +00:00

268 lines
7.0 KiB
Python

# $Id$
class KX_PolygonMaterial:
"""
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
@type texture: string
@ivar gl_texture: OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture)
@type gl_texture: integer
@ivar material: Material name
@type material: string
@ivar tface: Texture face properties
@type tface: CObject
@ivar tile: Texture is tiling
@type tile: boolean
@ivar tilexrep: Number of tile repetitions in x direction.
@type tilexrep: integer
@ivar tileyrep: Number of tile repetitions in y direction.
@type tileyrep: integer
@ivar drawingmode: Drawing mode for the material.
- 2 (drawingmode & 4) Textured
- 4 (drawingmode & 16) Light
- 14 (drawingmode & 16384) 3d Polygon Text
@type drawingmode: bitfield
@ivar transparent: This material is transparent. All meshes with this
material will be rendered after non transparent meshes from back
to front.
@type transparent: boolean
@ivar zsort: Transparent polygons in meshes with this material will be sorted back to
front before rendering.
Non-Transparent polygons will be sorted front to back before rendering.
@type zsort: boolean
@ivar lightlayer: Light layers this material affects.
@type lightlayer: bitfield.
@ivar triangle: Mesh data with this material is triangles.
@type triangle: boolean
@ivar diffuse: The diffuse colour of the material. black = [0.0, 0.0, 0.0, 1.0] white = [1.0, 1.0, 1.0, 1.0]
@type diffuse: list [r, g, b, a]
@ivar specular: The specular colour of the material. black = [0.0, 0.0, 0.0, 1.0] white = [1.0, 1.0, 1.0, 1.0]
@type specular: list [r, g, b, a]
@ivar shininess: The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0
@type shininess: float
@ivar specularity: The amount of specular of the material. 0.0 <= specularity <= 1.0
@type specularity: float
"""
def updateTexture(tface, rasty):
"""
Updates a realtime animation.
@param tface: Texture face (eg mat.tface)
@type tface: CObject
@param rasty: Rasterizer
@type rasty: CObject
"""
def setTexture(tface):
"""
Sets texture render state.
Example::
mat.setTexture(mat.tface)
@param tface: Texture face
@type tface: CObject
"""
def activate(rasty, cachingInfo):
"""
Sets material parameters for this object for rendering.
Material Parameters set:
1. Texture
2. Backface culling
3. Line drawing
4. Specular Colour
5. Shininess
6. Diffuse Colour
7. Polygon Offset.
@param rasty: Rasterizer instance.
@type rasty: CObject
@param cachingInfo: Material cache instance.
@type cachingInfo: CObject
"""
def setCustomMaterial(material):
"""
Sets the material state setup object.
Example::
class PyMaterial:
def __init__(self):
self.pass_no = 0
def activate(self, rasty, cachingInfo, material):
# Activate the material here.
#
# The activate method will be called until it returns False.
# Every time the activate method returns True the mesh will
# be rendered.
#
# rasty is a CObject for passing to material.updateTexture()
# and material.activate()
# cachingInfo is a CObject for passing to material.activate()
# material is the KX_PolygonMaterial instance this material
# was added to
# default material properties:
if self.pass_no == 0:
material.activate(rasty, cachingInfo)
self.pass_no = 1
# Return True to do this pass
return True
self.pass_no = 0
return False
# Create a new Python Material and pass it to the renderer.
mat.setCustomMaterial(PyMaterial())
@param material: The material object.
@type material: instance
"""