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())