diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /doc/python_api/rst/bge.render.rst | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (diff) |
Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
Diffstat (limited to 'doc/python_api/rst/bge.render.rst')
-rw-r--r-- | doc/python_api/rst/bge.render.rst | 425 |
1 files changed, 0 insertions, 425 deletions
diff --git a/doc/python_api/rst/bge.render.rst b/doc/python_api/rst/bge.render.rst deleted file mode 100644 index 02c3beef672..00000000000 --- a/doc/python_api/rst/bge.render.rst +++ /dev/null @@ -1,425 +0,0 @@ - -Rasterizer (bge.render) -======================= - -***** -Intro -***** - -.. module:: bge.render - -Example of using a :class:`bge.types.SCA_MouseSensor`, -and two :class:`bge.types.KX_ObjectActuator` to implement MouseLook: - -.. note:: - This can also be achieved with the :class:`bge.types.KX_MouseActuator`. - -.. code-block:: python - - # To use a mouse movement sensor "Mouse" and a - # motion actuator to mouse look: - import bge - - # scale sets the speed of motion - scale = 1.0, 0.5 - - co = bge.logic.getCurrentController() - obj = co.owner - mouse = co.sensors["Mouse"] - lmotion = co.actuators["LMove"] - wmotion = co.actuators["WMove"] - - # Transform the mouse coordinates to see how far the mouse has moved. - def mousePos(): - x = (bge.render.getWindowWidth() / 2 - mouse.position[0]) * scale[0] - y = (bge.render.getWindowHeight() / 2 - mouse.position[1]) * scale[1] - return (x, y) - - pos = mousePos() - - # Set the amount of motion: X is applied in world coordinates... - wmotion.useLocalTorque = False - wmotion.torque = ((0.0, 0.0, pos[0])) - - # ...Y is applied in local coordinates - lmotion.useLocalTorque = True - lmotion.torque = ((-pos[1], 0.0, 0.0)) - - # Activate both actuators - co.activate(lmotion) - co.activate(wmotion) - - # Centre the mouse - bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2)) - -********* -Constants -********* - -.. data:: KX_TEXFACE_MATERIAL - - Materials as defined by the texture face settings. - -.. data:: KX_BLENDER_MULTITEX_MATERIAL - - Materials approximating blender materials with multitexturing. - -.. data:: KX_BLENDER_GLSL_MATERIAL - - Materials approximating blender materials with GLSL. - -.. DATA:: VSYNC_OFF - - Disables vsync - -.. DATA:: VSYNC_ON - - Enables vsync - -.. DATA:: VSYNC_ADAPTIVE - - Enables adaptive vsync if supported. - Adaptive vsync enables vsync if the framerate is above the monitors refresh rate. - Otherwise, vsync is diabled if the framerate is too low. - -.. data:: LEFT_EYE - - Left eye being used during stereoscopic rendering. - -.. data:: RIGHT_EYE - - Right eye being used during stereoscopic rendering. - -.. data:: RAS_OFS_RENDER_BUFFER - - The pixel buffer for offscreen render is a RenderBuffer. Argument to :func:`offScreenCreate` - -.. data:: RAS_OFS_RENDER_TEXTURE - - The pixel buffer for offscreen render is a Texture. Argument to :func:`offScreenCreate` - - -***** -Types -***** - -.. class:: RASOffScreen - - An off-screen render buffer object. - - Use :func:`offScreenCreate` to create it. - Currently it can only be used in the :class:`bge.texture.ImageRender` - constructor to render on a FBO rather than the default viewport. - - .. attribute:: width - - The width in pixel of the FBO - - :type: integer - - .. attribute:: height - - The height in pixel of the FBO - - :type: integer - - .. attribute:: color - - The underlying OpenGL bind code of the texture object that holds - the rendered image, 0 if the FBO is using RenderBuffer. - The choice between RenderBuffer and Texture is determined - by the target argument of :func:`offScreenCreate`. - - :type: integer - - -********* -Functions -********* - -.. function:: getWindowWidth() - - Gets the width of the window (in pixels) - - :rtype: integer - -.. function:: getWindowHeight() - - Gets the height of the window (in pixels) - - :rtype: integer - -.. function:: setWindowSize(width, height) - - Set the width and height of the window (in pixels). This also works for fullscreen applications. - - .. note:: Only works in the standalone player, not the Blender-embedded player. - - :arg width: width in pixels - :type width: integer - :arg height: height in pixels - :type height: integer - -.. function:: setFullScreen(enable) - - Set whether or not the window should be fullscreen. - - .. note:: Only works in the standalone player, not the Blender-embedded player. - - :arg enable: ``True`` to set full screen, ``False`` to set windowed. - :type enable: bool - -.. function:: getFullScreen() - - Returns whether or not the window is fullscreen. - - .. note:: Only works in the standalone player, not the Blender-embedded player; there it always returns False. - - :rtype: bool - -.. function:: getDisplayDimensions() - - Get the display dimensions, in pixels, of the display (e.g., the - monitor). Can return the size of the entire view, so the - combination of all monitors; for example, ``(3840, 1080)`` for two - side-by-side 1080p monitors. - - :rtype: tuple (width, height) - -.. function:: makeScreenshot(filename) - - Writes an image file with the current displayed frame. - - The image is written to *'filename'*. - The path may be absolute (eg. ``/home/foo/image``) or relative when started with - ``//`` (eg. ``//image``). Note that absolute paths are not portable between platforms. - If the filename contains a ``#``, - it will be replaced by an incremental index so that screenshots can be taken multiple - times without overwriting the previous ones (eg. ``image-#``). - - Settings for the image are taken from the render settings (file format and respective settings, - gamma and colospace conversion, etc). - The image resolution matches the framebuffer, meaning, the window size and aspect ratio. - When running from the standalone player, instead of the embedded player, only PNG files are supported. - Additional color conversions are also not supported. - - :arg filename: path and name of the file to write - :type filename: string - - -.. function:: enableVisibility(visible) - - Deprecated; doesn't do anything. - - -.. function:: showMouse(visible) - - Enables or disables the operating system mouse cursor. - - :arg visible: - :type visible: boolean - - -.. function:: setMousePosition(x, y) - - Sets the mouse cursor position. - - :arg x: X-coordinate in screen pixel coordinates. - :type x: integer - :arg y: Y-coordinate in screen pixel coordinates. - :type y: integer - - -.. function:: setBackgroundColor(rgba) - - Deprecated and no longer functional. Use :py:meth:`bge.types.KX_WorldInfo.backgroundColor` instead. - - -.. function:: setEyeSeparation(eyesep) - - Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value. - - :arg eyesep: The distance between the left and right eye. - :type eyesep: float - - -.. function:: getEyeSeparation() - - Gets the current eye separation for stereo mode. - - :rtype: float - - -.. function:: setFocalLength(focallength) - - Sets the focal length for stereo mode. It uses the current camera focal length as initial value. - - :arg focallength: The focal length. - :type focallength: float - -.. function:: getFocalLength() - - Gets the current focal length for stereo mode. - - :rtype: float - -.. function:: getStereoEye() - - Gets the current stereoscopy eye being rendered. - This function is mainly used in a :class:`bge.types.KX_Scene.pre_draw` callback - function to customize the camera projection matrices for each - stereoscopic eye. - - :rtype: LEFT_EYE, RIGHT_EYE - -.. function:: setMaterialMode(mode) - - Set the material mode to use for OpenGL rendering. - - :arg mode: material mode - :type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL - - .. note:: Changes will only affect newly created scenes. - - -.. function:: getMaterialMode(mode) - - Get the material mode to use for OpenGL rendering. - - :rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL - - -.. function:: setGLSLMaterialSetting(setting, enable) - - Enables or disables a GLSL material setting. - - :arg setting: - :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures) - :arg enable: - :type enable: boolean - - -.. function:: getGLSLMaterialSetting(setting) - - Get the state of a GLSL material setting. - - :arg setting: - :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures) - :rtype: boolean - -.. function:: setAnisotropicFiltering(level) - - Set the anisotropic filtering level for textures. - - :arg level: The new anisotropic filtering level to use - :type level: integer (must be one of 1, 2, 4, 8, 16) - - .. note:: Changing this value can cause all textures to be recreated, which can be slow. - -.. function:: getAnisotropicFiltering() - - Get the anisotropic filtering level used for textures. - - :rtype: integer (one of 1, 2, 4, 8, 16) - -.. function:: setMipmapping(value) - - Change how to use mipmapping. - - :type value: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR - - .. note:: Changing this value can cause all textures to be recreated, which can be slow. - -.. function:: getMipmapping() - - Get the current mipmapping setting. - - :rtype: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR - -.. function:: drawLine(fromVec,toVec,color) - - Draw a line in the 3D scene. - - :arg fromVec: the origin of the line - :type fromVec: list [x, y, z] - :arg toVec: the end of the line - :type toVec: list [x, y, z] - :arg color: the color of the line - :type color: list [r, g, b] - - -.. function:: enableMotionBlur(factor) - - Enable the motion blur effect. - - :arg factor: the ammount of motion blur to display. - :type factor: float [0.0 - 1.0] - - -.. function:: disableMotionBlur() - - Disable the motion blur effect. - -.. function:: showFramerate(enable) - - Show or hide the framerate. - - :arg enable: - :type enable: boolean - -.. function:: showProfile(enable) - - Show or hide the profile. - - :arg enable: - :type enable: boolean - -.. function:: showProperties(enable) - - Show or hide the debug properties. - - :arg enable: - :type enable: boolean - -.. function:: autoDebugList(enable) - - Enable or disable auto adding debug properties to the debug list. - - :arg enable: - :type enable: boolean - -.. function:: clearDebugList() - - Clears the debug property list. - -.. function:: setVsync(value) - - Set the vsync value - - :arg value: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE - :type value: integer - -.. function:: getVsync() - - Get the current vsync value - - :rtype: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE - -.. function:: offScreenCreate(width,height[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER]) - - Create a Off-screen render buffer object. - - :arg width: the width of the buffer in pixels - :type width: integer - :arg height: the height of the buffer in pixels - :type height: integer - :arg samples: the number of multisample for anti-aliasing (MSAA), 0 to disable MSAA - :type samples: integer - :arg target: the pixel storage: :data:`RAS_OFS_RENDER_BUFFER` to render on RenderBuffers (the default), - :data:`RAS_OFS_RENDER_TEXTURE` to render on texture. - The later is interesting if you want to access the texture directly (see :attr:`RASOffScreen.color`). - Otherwise the default is preferable as it's more widely supported by GPUs and more efficient. - If the GPU does not support MSAA+Texture (e.g. Intel HD GPU), MSAA will be disabled. - :type target: integer - :rtype: :class:`RASOffScreen` - |