Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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.rst250
1 files changed, 250 insertions, 0 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
new file mode 100644
index 00000000000..3421e194d77
--- /dev/null
+++ b/doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst
@@ -0,0 +1,250 @@
+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())
+