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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().owner mesh = obj.meshes[0] for mat in mesh.materials: mat.setCustomMaterial(MyMaterial()) print mat.texture
Instance Methods | |||
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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 |
Updates a realtime animation.
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Sets texture render state. Example: mat.setTexture(mat.tface)
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Sets material parameters for this object for rendering. Material Parameters set:
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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())
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Instance Variable Details |
diffuseThe diffuse colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]
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drawingmodeDrawing mode for the material.
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shininessThe shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0
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specularThe specular colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]
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specularityThe amount of specular of the material. 0.0 <= specularity <= 1.0
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transparentThis material is transparent. All meshes with this material will be rendered after non transparent meshes from back to front.
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triangleMesh data with this material is triangles. It's probably not safe to change this.
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zsortTransparent 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.
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