Class KX_PolygonMaterial
source code
This is the interface to materials in the game engine.
Materials define the render state to be applied to mesh objects.
Warning: Some of the methods/variables are CObjects. If you mix
these up, you will crash blender.
This example requires:
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PyOpenGL http://pyopengl.sourceforge.net/
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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
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activate(rasty,
cachingInfo)
Sets material parameters for this object for rendering. |
source code
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list [r, g, b]
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diffuse
The diffuse colour of the material.
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bitfield
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drawingmode
Drawing mode for the material.
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integer (read only)
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gl_texture
OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D,
gl_texture)
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bitfield.
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lightlayer
Light layers this material affects.
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string (read only)
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material
Material name
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float
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shininess
The shininess (specular exponent) of the material.
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list [r, g, b]
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specular
The specular colour of the material.
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float
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specularity
The amount of specular of the material.
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string (read only)
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texture
Texture name
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CObject (read only)
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tface
Texture face properties
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boolean
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tile
Texture is tiling
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integer
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tilexrep
Number of tile repetitions in x direction.
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integer
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tileyrep
Number of tile repetitions in y direction.
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boolean
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transparent
This material is transparent.
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boolean
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triangle
Mesh data with this material is triangles.
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boolean
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zsort
Transparent polygons in meshes with this material will be sorted
back to front before rendering.
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Updates a realtime animation.
- Parameters:
tface (CObject) - Texture face (eg mat.tface)
rasty (CObject) - Rasterizer
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Sets texture render state.
Example:
mat.setTexture(mat.tface)
- Parameters:
tface (CObject) - Texture face
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Sets material parameters for this object for rendering.
Material Parameters set:
-
Texture
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Backface culling
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Line drawing
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Specular Colour
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Shininess
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Diffuse Colour
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Polygon Offset.
- Parameters:
rasty (CObject) - Rasterizer instance.
cachingInfo (CObject) - Material cache instance.
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Sets the material state setup object.
Using this method, you can extend or completely replace the gameengine
material to do your own advanced multipass effects.
Use this method to register your material class. Instead of the
normal material, your class's activate method will be called just before
rendering the mesh. This should setup the texture, material, and any
other state you would like. It should return True to render the mesh, or
False if you are finished. You should clean up any state Blender does
not set before returning False.
Activate Method Definition:
def activate(self, rasty, cachingInfo, material):
Example:
class PyMaterial:
def __init__(self):
self.pass_no = -1
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:
self.pass_no += 1
if self.pass_no == 0:
material.activate(rasty, cachingInfo)
# Return True to do this pass
return True
# clean up and return False to finish.
self.pass_no = -1
return False
# Create a new Python Material and pass it to the renderer.
mat.setCustomMaterial(PyMaterial())
- Parameters:
material (instance) - The material object.
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diffuse
The diffuse colour of the material. black = [0.0, 0.0, 0.0] white =
[1.0, 1.0, 1.0]
- Type:
- list [r, g, b]
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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
- Type:
- bitfield
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shininess
The shininess (specular exponent) of the material. 0.0 <= shininess
<= 128.0
- Type:
- float
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specular
The specular colour of the material. black = [0.0, 0.0, 0.0] white =
[1.0, 1.0, 1.0]
- Type:
- list [r, g, b]
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specularity
The amount of specular of the material. 0.0 <= specularity <=
1.0
- Type:
- float
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transparent
This material is transparent. All meshes with this material will be
rendered after non transparent meshes from back to front.
- Type:
- boolean
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triangle
Mesh data with this material is triangles. It's probably not safe to
change this.
- Type:
- boolean
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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:
- boolean
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