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+
+Game Engine bge.render Module
+=============================
+
+*****
+Intro
+*****
+
+.. module:: bge.render
+
+.. code-block:: python
+
+ # Example Uses an L{SCA_MouseSensor}, and two L{KX_ObjectActuator}s to implement MouseLook::
+ # To use a mouse movement sensor "Mouse" and a
+ # motion actuator to mouse look:
+ import bge.render
+ import bge.logic
+
+ # SCALE sets the speed of motion
+ SCALE=[1, 0.5]
+
+ co = bge.logic.getCurrentController()
+ obj = co.getOwner()
+ mouse = co.getSensor("Mouse")
+ lmotion = co.getActuator("LMove")
+ wmotion = co.getActuator("WMove")
+
+ # Transform the mouse coordinates to see how far the mouse has moved.
+ def mousePos():
+ x = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
+ y = (bge.render.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
+ return (x, y)
+
+ pos = mousePos()
+
+ # Set the amount of motion: X is applied in world coordinates...
+ lmotion.setTorque(0.0, 0.0, pos[0], False)
+ # ...Y is applied in local coordinates
+ wmotion.setTorque(-pos[1], 0.0, 0.0, True)
+
+ # Activate both actuators
+ bge.logic.addActiveActuator(lmotion, True)
+ bge.logic.addActiveActuator(wmotion, True)
+
+ # Centre the mouse
+ bge.render.setMousePosition(bge.render.getWindowWidth()/2, 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.
+
+*********
+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:: makeScreenshot(filename)
+
+ Writes a screenshot to the given filename.
+
+ If filename starts with // the image will be saved relative to the current directory.
+ If the filename contains # it will be replaced with the frame number.
+
+ The standalone player saves .png files. It does not support colour space conversion
+ or gamma correction.
+
+ When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg.
+ Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
+
+ :type filename: string
+
+
+.. function:: enableVisibility(visible)
+
+ Doesn't really do anything...
+
+
+.. function:: showMouse(visible)
+
+ Enables or disables the operating system mouse cursor.
+
+ :type visible: boolean
+
+
+.. function:: setMousePosition(x, y)
+
+ Sets the mouse cursor position.
+
+ :type x: integer
+ :type y: integer
+
+
+.. function:: setBackgroundColor(rgba)
+
+ Sets the window background colour.
+
+ :type rgba: list [r, g, b, a]
+
+
+.. function:: setMistColor(rgb)
+
+ Sets the mist colour.
+
+ :type rgb: list [r, g, b]
+
+
+.. function:: setAmbientColor(rgb)
+
+ Sets the color of ambient light.
+
+ :type rgb: list [r, g, b]
+
+
+.. function:: setMistStart(start)
+
+ Sets the mist start value. Objects further away than start will have mist applied to them.
+
+ :type start: float
+
+
+.. function:: setMistEnd(end)
+
+ Sets the mist end value. Objects further away from this will be coloured solid with
+ the colour set by setMistColor().
+
+ :type end: float
+
+
+.. function:: disableMist()
+
+ Disables mist.
+
+ .. note:: Set any of the mist properties to enable mist.
+
+
+.. 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:: setMaterialMode(mode)
+
+ Set the material mode to use for OpenGL rendering.
+
+ :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.
+
+ :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
+ :type enable: boolean
+
+
+.. function:: getGLSLMaterialSetting(setting, enable)
+
+ Get the state of a GLSL material setting.
+
+ :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
+ :rtype: boolean
+
+
+.. 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.
+