forked from bartvdbraak/blender
c844aa265a
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
282 lines
7.7 KiB
Python
282 lines
7.7 KiB
Python
# $Id$
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class KX_PolygonMaterial:
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"""
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This is the interface to materials in the game engine.
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Materials define the render state to be applied to mesh objects.
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Warning: Some of the methods/variables are CObjects. If you mix these up,
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you will crash blender.
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This example requires:
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- PyOpenGL http://pyopengl.sourceforge.net/
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- GLEWPy http://glewpy.sourceforge.net/
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Example::
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import GameLogic
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import OpenGL
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from OpenGL.GL import *
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from OpenGL.GLU import *
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import glew
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from glew import *
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glewInit()
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vertex_shader = \"\"\"
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void main(void)
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{
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gl_Position = ftransform();
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}
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\"\"\"
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fragment_shader =\"\"\"
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void main(void)
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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\"\"\"
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class MyMaterial:
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def __init__(self):
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self.pass_no = 0
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# Create a shader
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self.m_program = glCreateProgramObjectARB()
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# Compile the vertex shader
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self.shader(GL_VERTEX_SHADER_ARB, (vertex_shader))
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# Compile the fragment shader
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self.shader(GL_FRAGMENT_SHADER_ARB, (fragment_shader))
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# Link the shaders together
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self.link()
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def PrintInfoLog(self, tag, object):
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\"\"\"
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PrintInfoLog prints the GLSL compiler log
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\"\"\"
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print "Tag: def PrintGLError(self, tag = ""):
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def PrintGLError(self, tag = ""):
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\"\"\"
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Prints the current GL error status
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\"\"\"
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if len(tag):
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print tag
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err = glGetError()
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if err != GL_NO_ERROR:
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print "GL Error: %s\\n"%(gluErrorString(err))
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def shader(self, type, shaders):
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\"\"\"
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shader compiles a GLSL shader and attaches it to the current
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program.
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type should be either GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB
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shaders should be a sequence of shader source to compile.
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\"\"\"
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# Create a shader object
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shader_object = glCreateShaderObjectARB(type)
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# Add the source code
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glShaderSourceARB(shader_object, len(shaders), shaders)
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# Compile the shader
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glCompileShaderARB(shader_object)
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# Print the compiler log
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self.PrintInfoLog("vertex shader", shader_object)
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# Check if compiled, and attach if it did
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compiled = glGetObjectParameterivARB(shader_object, GL_OBJECT_COMPILE_STATUS_ARB)
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if compiled:
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glAttachObjectARB(self.m_program, shader_object)
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# Delete the object (glAttachObjectARB makes a copy)
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glDeleteObjectARB(shader_object)
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# print the gl error log
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self.PrintGLError()
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def link(self):
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\"\"\"
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Links the shaders together.
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\"\"\"
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# clear error indicator
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glGetError()
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glLinkProgramARB(self.m_program)
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self.PrintInfoLog("link", self.m_program)
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linked = glGetObjectParameterivARB(self.m_program, GL_OBJECT_LINK_STATUS_ARB)
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if not linked:
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print "Shader failed to link"
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return
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glValidateProgramARB(self.m_program)
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valid = glGetObjectParameterivARB(self.m_program, GL_OBJECT_VALIDATE_STATUS_ARB)
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if not valid:
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print "Shader failed to validate"
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return
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def activate(self, rasty, cachingInfo, mat):
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self.pass_no+=1
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if (self.pass_no == 1):
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glDisable(GL_COLOR_MATERIAL)
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glUseProgramObjectARB(self.m_program)
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return True
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glEnable(GL_COLOR_MATERIAL)
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glUseProgramObjectARB(0)
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self.pass_no = 0
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return False
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obj = GameLogic.getCurrentController().getOwner()
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mesh = obj.getMesh(0)
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for mat in mesh.materials:
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mat.setCustomMaterial(MyMaterial())
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print mat.texture
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@ivar texture: Texture name
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@type texture: string (read only)
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@ivar gl_texture: OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture)
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@type gl_texture: integer (read only)
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@ivar material: Material name
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@type material: string (read only)
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@ivar tface: Texture face properties
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@type tface: CObject (read only)
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@ivar tile: Texture is tiling
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@type tile: boolean
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@ivar tilexrep: Number of tile repetitions in x direction.
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@type tilexrep: integer
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@ivar tileyrep: Number of tile repetitions in y direction.
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@type tileyrep: integer
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@ivar drawingmode: Drawing mode for the material.
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- 2 (drawingmode & 4) Textured
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- 4 (drawingmode & 16) Light
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- 14 (drawingmode & 16384) 3d Polygon Text
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@type drawingmode: bitfield
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@ivar transparent: This material is transparent. All meshes with this
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material will be rendered after non transparent meshes from back
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to front.
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@type transparent: boolean
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@ivar zsort: Transparent polygons in meshes with this material will be sorted back to
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front before rendering.
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Non-Transparent polygons will be sorted front to back before rendering.
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@type zsort: boolean
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@ivar lightlayer: Light layers this material affects.
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@type lightlayer: bitfield.
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@ivar triangle: Mesh data with this material is triangles. It's probably not safe to change this.
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@type triangle: boolean
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@ivar diffuse: The diffuse colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]
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@type diffuse: list [r, g, b]
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@ivar specular: The specular colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]
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@type specular: list [r, g, b]
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@ivar shininess: The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0
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@type shininess: float
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@ivar specularity: The amount of specular of the material. 0.0 <= specularity <= 1.0
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@type specularity: float
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"""
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def updateTexture(tface, rasty):
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"""
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Updates a realtime animation.
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@param tface: Texture face (eg mat.tface)
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@type tface: CObject
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@param rasty: Rasterizer
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@type rasty: CObject
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"""
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def setTexture(tface):
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"""
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Sets texture render state.
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Example::
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mat.setTexture(mat.tface)
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@param tface: Texture face
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@type tface: CObject
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"""
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def activate(rasty, cachingInfo):
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"""
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Sets material parameters for this object for rendering.
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Material Parameters set:
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1. Texture
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2. Backface culling
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3. Line drawing
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4. Specular Colour
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5. Shininess
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6. Diffuse Colour
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7. Polygon Offset.
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@param rasty: Rasterizer instance.
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@type rasty: CObject
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@param cachingInfo: Material cache instance.
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@type cachingInfo: CObject
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"""
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def setCustomMaterial(material):
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"""
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Sets the material state setup object.
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Using this method, you can extend or completely replace the gameengine material
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to do your own advanced multipass effects.
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Use this method to register your material class. Instead of the normal material,
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your class's activate method will be called just before rendering the mesh.
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This should setup the texture, material, and any other state you would like.
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It should return True to render the mesh, or False if you are finished. You should
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clean up any state Blender does not set before returning False.
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Activate Method Definition::
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def activate(self, rasty, cachingInfo, material):
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Example::
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class PyMaterial:
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def __init__(self):
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self.pass_no = -1
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def activate(self, rasty, cachingInfo, material):
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# Activate the material here.
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#
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# The activate method will be called until it returns False.
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# Every time the activate method returns True the mesh will
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# be rendered.
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#
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# rasty is a CObject for passing to material.updateTexture()
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# and material.activate()
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# cachingInfo is a CObject for passing to material.activate()
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# material is the KX_PolygonMaterial instance this material
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# was added to
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# default material properties:
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self.pass_no += 1
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if self.pass_no == 0:
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material.activate(rasty, cachingInfo)
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# Return True to do this pass
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return True
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# clean up and return False to finish.
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self.pass_no = -1
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return False
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# Create a new Python Material and pass it to the renderer.
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mat.setCustomMaterial(PyMaterial())
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@param material: The material object.
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@type material: instance
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"""
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