base class — PyObjectPlus
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.
from bge import logic
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)
{
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);
}
"""
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)
Texture name.
Type: | string (read-only) |
---|
OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture).
Type: | integer (read-only) |
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Material name.
Type: | string (read-only) |
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Texture face properties.
Type: | CObject (read-only) |
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Texture is tiling.
Type: | boolean |
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Number of tile repetitions in x direction.
Type: | integer |
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Number of tile repetitions in y direction.
Type: | integer |
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Drawing mode for the material. - 2 (drawingmode & 4) Textured - 4 (drawingmode & 16) Light - 14 (drawingmode & 16384) 3d Polygon Text.
Type: | bitfield |
---|
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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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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The diffuse color 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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The specular color 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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The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0.
Type: | float |
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The amount of specular of the material. 0.0 <= specularity <= 1.0.
Type: | float |
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Updates a realtime animation.
Parameters: |
|
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Sets texture render state.
Parameters: | tface (CObject) – Texture face |
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mat.setTexture(mat.tface)
Sets material parameters for this object for rendering.
Material Parameters set:
Parameters: |
|
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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):
Parameters: | material (instance) – The material object. |
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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())