Module KX_PolygonMaterial :: Class KX_PolygonMaterial

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: 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


Instance Methods
 
updateTexture(tface, rasty)
Updates a realtime animation.
source code
 
setTexture(tface)
Sets texture render state.
source code
 
activate(rasty, cachingInfo)
Sets material parameters for this object for rendering.
source code
 
setCustomMaterial(material)
Sets the material state setup object.
source code
Instance Variables
list [r, g, b] diffuse
The diffuse colour of the material.
bitfield drawingmode
Drawing mode for the material.
integer (read only) gl_texture
OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture)
bitfield. lightlayer
Light layers this material affects.
string (read only) material
Material name
float shininess
The shininess (specular exponent) of the material.
list [r, g, b] specular
The specular colour of the material.
float specularity
The amount of specular of the material.
string (read only) texture
Texture name
CObject (read only) tface
Texture face properties
boolean tile
Texture is tiling
integer tilexrep
Number of tile repetitions in x direction.
integer tileyrep
Number of tile repetitions in y direction.
boolean transparent
This material is transparent.
boolean triangle
Mesh data with this material is triangles.
boolean zsort
Transparent polygons in meshes with this material will be sorted back to front before rendering.
Method Details

updateTexture(tface, rasty)

source code 
Updates a realtime animation.
Parameters:
  • tface (CObject) - Texture face (eg mat.tface)
  • rasty (CObject) - Rasterizer

setTexture(tface)

source code 

Sets texture render state.

Example:
       mat.setTexture(mat.tface)
Parameters:
  • tface (CObject) - Texture face

activate(rasty, cachingInfo)

source code 

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.
Parameters:
  • rasty (CObject) - Rasterizer instance.
  • cachingInfo (CObject) - Material cache instance.

setCustomMaterial(material)

source code 

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.

Instance Variable Details

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]

drawingmode

Drawing mode for the material.
  • 2 (drawingmode & 4) Textured
  • 4 (drawingmode & 16) Light
  • 14 (drawingmode & 16384) 3d Polygon Text
Type:
bitfield

shininess

The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0
Type:
float

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]

specularity

The amount of specular of the material. 0.0 <= specularity <= 1.0
Type:
float

transparent

This material is transparent. All meshes with this material will be rendered after non transparent meshes from back to front.
Type:
boolean

triangle

Mesh data with this material is triangles. It's probably not safe to change this.
Type:
boolean

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