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KX_BlenderMaterial

Base class: EXP_PyObjectPlus

This is the interface to materials in the game engine.

Materials define the render state to be applied to mesh objects.

The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels in a material. All materials of the object executing this script should have two textures using separate UV maps in the two first texture channels.

The code works for both Multitexture and GLSL rendering modes.

from Range import logic
vertex_shader = """
void main(void)
{
// simple projection of the vertex position to view space
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
// 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 texture_0;
uniform sampler2D texture_1;
uniform float factor;
void main(void)
{
vec4 color_0 = texture2D(texture_0, gl_TexCoord[0].st);
vec4 color_1 = texture2D(texture_1, gl_TexCoord[1].st);
gl_FragColor = mix(color_0, color_1, factor);
}
"""
object = logic.getCurrentController().owner
for mesh in object.meshes:
for material in mesh.materials:
shader = material.getShader()
if shader is not None:
if not shader.isValid():
shader.setSource(vertex_shader, fragment_shader, True)
# get the first texture channel of the material
shader.setSampler('texture_0', 0)
# get the second texture channel of the material
shader.setSampler('texture_1', 1)
# pass another uniform to the shader
shader.setUniform1f('factor', 0.3)

The material’s shader.

Type: BL_Shader

Ints used for pixel blending, (src, dst), matching the setBlending method.

Type: (integer, integer)

Returns the material’s shader.

Returns: the material’s shader

Return type: BL_Shader

Returns the material’s texture OpenGL bind code/id/number/name.

  • textureslot: Specifies the texture slot number
    • type: integer

Returns: the material’s texture OpenGL bind code/id/number/name

Return type: integer

The material’s alpha transparency.

Type: float between 0.0 and 1.0 inclusive

How hard (sharp) the material’s specular reflection is.

Type: integer between 1 and 511 inclusive

Amount of light to emit.

Type: float between 0.0 and 2.0 inclusive

Amount of ambient light on the material.

Type: float between 0.0 and 1.0 inclusive

Alpha transparency for specular areas.

Type: float between 0.0 and 1.0 inclusive (alpha must be < 1.0)

How intense (bright) the material’s specular reflection is.

Type: float between 0.0 and 1.0 inclusive

The material’s amount of diffuse reflection.

Type: float between 0.0 and 1.0 inclusive

The material’s specular color.

Type: mathutils.Color

The material’s diffuse color.

Type: mathutils.Color

List of all material’s textures.

Type: List of BL_Texture (read only)

Set a u_ uniform declared in the Text of the GLSL Script nodes of this material (uniform float u_speed;). The value is sent to the GPU on the next draw, the shader is not compiled again. A uniform whose socket is linked to another node is not affected.

  • name: Name of the uniform, as written in the Text ("u_speed").
    • type: string
  • value: A number, or a sequence of up to 4 numbers for vec2/vec3/vec4.
    • type: float or sequence of floats

Returns: True when the material has that uniform.

Return type: boolean

Current value of a u_ uniform of the GLSL Script nodes of this material.

  • name: Name of the uniform.
    • type: string

Returns: A float, a tuple (3 values for vec2/vec3, 4 for vec4) or None when there is no such uniform.

Set the pixel color arithmetic functions.

  • src: Specifies how the red, green, blue, and alpha source blending factors are computed, one of… * GL_ZERO * GL_ONE * GL_SRC_COLOR * GL_ONE_MINUS_SRC_COLOR * GL_DST_COLOR * GL_ONE_MINUS_DST_COLOR * GL_SRC_ALPHA * GL_ONE_MINUS_SRC_ALPHA * GL_DST_ALPHA * GL_ONE_MINUS_DST_ALPHA * GL_SRC_ALPHA_SATURATE
    • type: int
  • dest: Specifies how the red, green, blue, and alpha destination blending factors are computed, one of… * GL_ZERO * GL_ONE * GL_SRC_COLOR * GL_ONE_MINUS_SRC_COLOR * GL_DST_COLOR * GL_ONE_MINUS_DST_COLOR * GL_SRC_ALPHA * GL_ONE_MINUS_SRC_ALPHA * GL_DST_ALPHA * GL_ONE_MINUS_DST_ALPHA * GL_SRC_ALPHA_SATURATE
    • type: int

These items exist in the engine but were not in the Range documentation. The ones marked new in Anastacio were added by Anastacio Engine.

attribute

Material Pass Index, used to separate materials in filters and effects.