KX_BlenderMaterial(EXP_PyObjectPlus)¶
base class — EXP_PyObjectPlus
- class KX_BlenderMaterial(EXP_PyObjectPlus)¶
This is the interface to materials in the game engine.
Materials define the render state to be applied to mesh objects.
The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels in a material. All materials of the object executing this script should have two textures using separate UV maps in the two first texture channels.
The code works for both Multitexture and GLSL rendering modes.
from bge import logic vertex_shader = """ void main(void) { // simple projection of the vertex position to view space gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // 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 texture_0; uniform sampler2D texture_1; uniform float factor; void main(void) { vec4 color_0 = texture2D(texture_0, gl_TexCoord[0].st); vec4 color_1 = texture2D(texture_1, gl_TexCoord[1].st); gl_FragColor = mix(color_0, color_1, factor); } """ object = logic.getCurrentController().owner for mesh in object.meshes: for material in mesh.materials: shader = material.getShader() if shader is not None: if not shader.isValid(): shader.setSource(vertex_shader, fragment_shader, True) # get the first texture channel of the material shader.setSampler('texture_0', 0) # get the second texture channel of the material shader.setSampler('texture_1', 1) # pass another uniform to the shader shader.setUniform1f('factor', 0.3)
- blending¶
Ints used for pixel blending, (src, dst), matching the setBlending method.
- Type
(integer, integer)
- getTextureBindcode(textureslot)¶
Returns the material’s texture OpenGL bind code/id/number/name.
Deprecated since version use:
bge.types.BL_Texture.bindCode()
- Parameters
textureslot (integer) – Specifies the texture slot number
- Returns
the material’s texture OpenGL bind code/id/number/name
- Return type
integer
- alpha¶
The material’s alpha transparency.
- Type
float between 0.0 and 1.0 inclusive
- hardness¶
How hard (sharp) the material’s specular reflection is.
- Type
integer between 1 and 511 inclusive
- emit¶
Amount of light to emit.
- Type
float between 0.0 and 2.0 inclusive
- ambient¶
Amount of ambient light on the material.
- Type
float between 0.0 and 1.0 inclusive
- specularAlpha¶
Alpha transparency for specular areas.
- Type
float between 0.0 and 1.0 inclusive (alpha must be < 1.0)
- specularIntensity¶
How intense (bright) the material’s specular reflection is.
- Type
float between 0.0 and 1.0 inclusive
- diffuseIntensity¶
The material’s amount of diffuse reflection.
- Type
float between 0.0 and 1.0 inclusive
- specularColor¶
The material’s specular color.
- Type
- diffuseColor¶
The material’s diffuse color.
- Type
- textures¶
List of all material’s textures.
- Type
List of
BL_Texture
(read only)
- setBlending(src, dest)¶
Set the pixel color arithmetic functions.
- Parameters
src (int) –
Specifies how the red, green, blue, and alpha source blending factors are computed, one of…
GL_ZERO
GL_ONE
GL_SRC_COLOR
GL_ONE_MINUS_SRC_COLOR
GL_DST_COLOR
GL_ONE_MINUS_DST_COLOR
GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA
GL_DST_ALPHA
GL_ONE_MINUS_DST_ALPHA
GL_SRC_ALPHA_SATURATE
dest (int) –
Specifies how the red, green, blue, and alpha destination blending factors are computed, one of…
GL_ZERO
GL_ONE
GL_SRC_COLOR
GL_ONE_MINUS_SRC_COLOR
GL_DST_COLOR
GL_ONE_MINUS_DST_COLOR
GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA
GL_DST_ALPHA
GL_ONE_MINUS_DST_ALPHA
GL_SRC_ALPHA_SATURATE