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author | Bastien Montagne <montagne29@wanadoo.fr> | 2015-06-29 17:41:00 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2015-06-29 18:18:11 +0300 |
commit | d140e70c496122915eb5c05aba83153e2e0d7998 (patch) | |
tree | 1e589247d69da64aa7b0e7802319237ec050b5d6 /doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst | |
parent | 147bd16ed1bb3415b30408b0eab110d0854eadd2 (diff) | |
parent | 295d0c52a26730edc6d4ed1276e4051cce006be5 (diff) |
Merge branch 'master' into temp-ghash-experimentstemp-ghash-experiments
Note that 'store hash' feature was removed for now - to complex to maintain (conflicts)
and relatively easy to re-add if we ever really want this one day.
Conflicts:
source/blender/blenlib/BLI_ghash.h
source/blender/blenlib/intern/BLI_ghash.c
source/blender/blenlib/intern/hash_mm2a.c
source/blender/bmesh/tools/bmesh_region_match.c
tests/gtests/blenlib/BLI_ghash_performance_test.cc
tests/gtests/blenlib/BLI_ghash_test.cc
tests/gtests/blenlib/CMakeLists.txt
Diffstat (limited to 'doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst')
-rw-r--r-- | doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst | 250 |
1 files changed, 0 insertions, 250 deletions
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst b/doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst deleted file mode 100644 index 3421e194d77..00000000000 --- a/doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst +++ /dev/null @@ -1,250 +0,0 @@ -KX_PolygonMaterial(PyObjectPlus) -================================ - -.. module:: bge.types - -base class --- :class:`PyObjectPlus` - -.. class:: KX_PolygonMaterial(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. - - .. code-block:: python - - 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) - - - .. attribute:: texture - - Texture name. - - :type: string (read-only) - - .. attribute:: gl_texture - - OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture). - - :type: integer (read-only) - - .. attribute:: material - - Material name. - - :type: string (read-only) - - .. attribute:: tface - - Texture face properties. - - :type: CObject (read-only) - - .. attribute:: tile - - Texture is tiling. - - :type: boolean - - .. attribute:: tilexrep - - Number of tile repetitions in x direction. - - :type: integer - - .. attribute:: tileyrep - - Number of tile repetitions in y direction. - - :type: integer - - .. attribute:: drawingmode - - Drawing mode for the material. - - 2 (drawingmode & 4) Textured - - 4 (drawingmode & 16) Light - - 14 (drawingmode & 16384) 3d Polygon Text. - - :type: bitfield - - .. attribute:: transparent - - This material is transparent. All meshes with this - material will be rendered after non transparent meshes from back - to front. - - :type: boolean - - .. attribute:: zsort - - 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 - - .. attribute:: diffuse - - 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] - - .. attribute:: specular - - 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] - - .. attribute:: shininess - - The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0. - - :type: float - - .. attribute:: specularity - - The amount of specular of the material. 0.0 <= specularity <= 1.0. - - :type: float - - .. method:: updateTexture(tface, rasty) - - Updates a realtime animation. - - :arg tface: Texture face (eg mat.tface) - :type tface: CObject - :arg rasty: Rasterizer - :type rasty: CObject - - .. method:: setTexture(tface) - - Sets texture render state. - - :arg tface: Texture face - :type tface: CObject - - .. code-block:: python - - mat.setTexture(mat.tface) - - .. method:: activate(rasty, cachingInfo) - - Sets material parameters for this object for rendering. - - Material Parameters set: - - #. Texture - #. Backface culling - #. Line drawing - #. Specular Colour - #. Shininess - #. Diffuse Colour - #. Polygon Offset. - - :arg rasty: Rasterizer instance. - :type rasty: CObject - :arg cachingInfo: Material cache instance. - :type cachingInfo: CObject - - .. method:: setCustomMaterial(material) - - 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: - - .. code-block:: python - - def activate(self, rasty, cachingInfo, material): - - :arg material: The material object. - :type material: instance - - .. code-block:: python - - 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()) - |