[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43348] trunk/blender/doc/python_api/rst: bge api doc update

Dalai Felinto dfelinto at gmail.com
Fri Jan 13 09:58:23 CET 2012


Revision: 43348
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43348
Author:   dfelinto
Date:     2012-01-13 08:58:12 +0000 (Fri, 13 Jan 2012)
Log Message:
-----------
bge api doc update
bge.texture materialId wasn't showing up
bge.type was outdated (I removed the glew example, I hope no one mind)

Modified Paths:
--------------
    trunk/blender/doc/python_api/rst/bge.texture.rst
    trunk/blender/doc/python_api/rst/bge.types.rst

Modified: trunk/blender/doc/python_api/rst/bge.texture.rst
===================================================================
--- trunk/blender/doc/python_api/rst/bge.texture.rst	2012-01-13 08:38:26 UTC (rev 43347)
+++ trunk/blender/doc/python_api/rst/bge.texture.rst	2012-01-13 08:58:12 UTC (rev 43348)
@@ -516,7 +516,7 @@
       line by line starting from the bottom of the image. The pixel size and format is determined by the mode
       parameter.
 
-.. function materialID(object,name)
+.. function:: materialID(object,name)
 
    Returns a numeric value that can be used in :class:`Texture` to create a dynamic texture.
 
@@ -538,7 +538,7 @@
    :type name: string
    :rtype: integer
 
-.. function setLogFile(filename)
+.. function:: setLogFile(filename)
 
    Sets the name of a text file in which runtime error messages will be written, in addition to the printing
    of the messages on the Python console. Only the runtime errors specific to the VideoTexture module

Modified: trunk/blender/doc/python_api/rst/bge.types.rst
===================================================================
--- trunk/blender/doc/python_api/rst/bge.types.rst	2012-01-13 08:38:26 UTC (rev 43347)
+++ trunk/blender/doc/python_api/rst/bge.types.rst	2012-01-13 08:58:12 UTC (rev 43348)
@@ -1765,33 +1765,29 @@
       #. Polygon shape (triangle/quad)
       #. Game Object
 
-   #. Verticies will be split by face if necessary.  Verticies can only be shared between faces if:
+   #. Vertices will be split by face if necessary.  Vertices can only be shared between faces if:
 
       #. They are at the same position
       #. UV coordinates are the same
       #. Their normals are the same (both polygons are "Set Smooth")
-      #. They are the same colour, for example: a cube has 24 verticies: 6 faces with 4 verticies per face.
+      #. They are the same colour, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
 
    The correct method of iterating over every :class:`KX_VertexProxy` in a game object
    
    .. code-block:: python
 
-      import GameLogic
+      from bge import logic
 
-      co = GameLogic.getCurrentController()
-      obj = co.owner
+      cont = logic.getCurrentController()
+      object = cont.owner
 
-      m_i = 0
-      mesh = obj.getMesh(m_i) # There can be more than one mesh...
-      while mesh != None:
-         for mat in range(mesh.getNumMaterials()):
+      for mesh in object.meshes:
+         for material in mesh.materials:
             for v_index in range(mesh.getVertexArrayLength(mat)):
                vertex = mesh.getVertex(mat, v_index)
                # Do something with vertex here...
                # ... eg: colour the vertex red.
                vertex.colour = [1.0, 0.0, 0.0, 1.0]
-         m_i += 1
-         mesh = obj.getMesh(m_i)
 
    .. attribute:: materials
 
@@ -2401,136 +2397,54 @@
 
       Some of the methods/variables are CObjects.  If you mix these up, you will crash blender.
 
-   This example requires `PyOpenGL <http://pyopengl.sourceforge.net>`_ and `GLEWPy <http://glewpy.sourceforge.net>`_
-
    .. code-block:: python
 
-      import GameLogic
-      import OpenGL
-      from OpenGL.GL import *
-      from OpenGL.GLU import *
-      import glew
-      from glew import *
+      from bge import logic
       
-      glewInit()
-      
       vertex_shader = """
       
       void main(void)
       {
+         // original vertex position, no changes
          gl_Position = ftransform();
+         // coordinate of the 1st texture channel
+         gl_TexCoord[0] = gl_MultiTexCoord0;
+         // coordinate of the 2nd texture channel
+         gl_TexCoord[1] = gl_MultiTexCoord1;
       }
       """
       
       fragment_shader ="""
-      
+
+      uniform sampler2D color_0;
+      uniform sampler2D color_1;
+      uniform float factor;
+
       void main(void)
       {
-         gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+         vec4 color_0 = texture2D(color_0, gl_TexCoord[0].st);
+         vec4 color_1 = texture2D(color_1, gl_TexCoord[1].st);
+         gl_FragColor = mix(color_0, color_1, factor);
       }
       """
-      
-      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
+      object = logic.getCurrentController().owner
+      object = cont.owner
+      for mesh in object.meshes:
+          for material in mesh.materials:
+              shader = material.getShader()
+              if shader != None:
+                  if not shader.isValid():
+                      shader.setSource(vertex_shader, fragment_shader, True)
 
+                  # get the first texture channel of the material
+                  shader.setSampler('color_0', 0)
+                  # get the second texture channel of the material
+                  shader.setSampler('color_1', 1)
+                  # pass another uniform to the shader
+                  shader.setUniform1f('factor', 0.3)
+
+
    .. attribute:: texture
 
       Texture name.
@@ -2932,7 +2846,7 @@
       # +----------+     +-----------+     +-------------------------------------+
       # | Always   +-----+ Python    +-----+ Edit Object (Replace Mesh) LOD.Mesh |
       # +----------+     +-----------+     +-------------------------------------+
-      import GameLogic
+      from bge import logic
 
       # List detail meshes here
       # Mesh (name, near, far)
@@ -2942,16 +2856,16 @@
             (".Lo", -40.0, -100.0)
           )
       
-      co = GameLogic.getCurrentController()
-      obj = co.owner
-      act = co.actuators["LOD." + obj.name]
-      cam = GameLogic.getCurrentScene().active_camera
+      cont = logic.getCurrentController()
+      object = cont.owner
+      actuator = cont.actuators["LOD." + obj.name]
+      camera = logic.getCurrentScene().active_camera
       
       def Depth(pos, plane):
         return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3]
       
       # Depth is negative and decreasing further from the camera
-      depth = Depth(obj.position, cam.world_to_camera[2])
+      depth = Depth(object.position, camera.world_to_camera[2])
       
       newmesh = None
       curmesh = None
@@ -2959,15 +2873,15 @@
       for mesh in meshes:
         if depth < mesh[1] and depth > mesh[2]:
           newmesh = mesh
-        if "ME" + obj.name + mesh[0] == act.getMesh():
+        if "ME" + object.name + mesh[0] == actuator.getMesh():
             curmesh = mesh
       
-      if newmesh != None and "ME" + obj.name + newmesh[0] != act.getMesh():
+      if newmesh != None and "ME" + object.name + newmesh[0] != actuator.mesh:
         # The mesh is a different mesh - switch it.
         # Check the current mesh is not a better fit.
         if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
-          act.mesh = obj.getName() + newmesh[0]
-          GameLogic.addActiveActuator(act, True)
+          actuator.mesh = object.name + newmesh[0]
+          cont.activate(actuator)
 
    .. attribute:: mesh
 

@@ Diff output truncated at 10240 characters. @@



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