KX_BlenderMaterial(EXP_PyObjectPlus) ==================================== base class --- :class:`EXP_PyObjectPlus` .. class:: KX_BlenderMaterial(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. .. code-block:: python from bge 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) .. attribute:: shader The material's shader. :type: :class:`BL_Shader` .. attribute:: blending Ints used for pixel blending, (src, dst), matching the setBlending method. :type: (integer, integer) .. method:: getShader() Returns the material's shader. :return: the material's shader :rtype: :class:`BL_Shader` .. method:: getTextureBindcode(textureslot) Returns the material's texture OpenGL bind code/id/number/name. .. deprecated:: use :py:meth:`bge.types.BL_Texture.bindCode` :arg textureslot: Specifies the texture slot number :type textureslot: integer :return: the material's texture OpenGL bind code/id/number/name :rtype: integer .. attribute:: alpha The material's alpha transparency. :type: float between 0.0 and 1.0 inclusive .. attribute:: hardness How hard (sharp) the material's specular reflection is. :type: integer between 1 and 511 inclusive .. attribute:: emit Amount of light to emit. :type: float between 0.0 and 2.0 inclusive .. attribute:: ambient Amount of ambient light on the material. :type: float between 0.0 and 1.0 inclusive .. attribute:: specularAlpha Alpha transparency for specular areas. :type: float between 0.0 and 1.0 inclusive (alpha must be < 1.0) .. attribute:: specularIntensity How intense (bright) the material's specular reflection is. :type: float between 0.0 and 1.0 inclusive .. attribute:: diffuseIntensity The material's amount of diffuse reflection. :type: float between 0.0 and 1.0 inclusive .. attribute:: specularColor The material's specular color. :type: :class:`mathutils.Color` .. attribute:: diffuseColor The material's diffuse color. :type: :class:`mathutils.Color` .. attribute:: textures List of all material's textures. :type: List of :class:`BL_Texture` (read only) .. method:: setBlending(src, dest) Set the pixel color arithmetic functions. :arg src: Specifies how the red, green, blue, and alpha source blending factors are computed, one of... * :data:`~bgl.GL_ZERO` * :data:`~bgl.GL_ONE` * :data:`~bgl.GL_SRC_COLOR` * :data:`~bgl.GL_ONE_MINUS_SRC_COLOR` * :data:`~bgl.GL_DST_COLOR` * :data:`~bgl.GL_ONE_MINUS_DST_COLOR` * :data:`~bgl.GL_SRC_ALPHA` * :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA` * :data:`~bgl.GL_DST_ALPHA` * :data:`~bgl.GL_ONE_MINUS_DST_ALPHA` * :data:`~bgl.GL_SRC_ALPHA_SATURATE` :type src: int :arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed, one of... * :data:`~bgl.GL_ZERO` * :data:`~bgl.GL_ONE` * :data:`~bgl.GL_SRC_COLOR` * :data:`~bgl.GL_ONE_MINUS_SRC_COLOR` * :data:`~bgl.GL_DST_COLOR` * :data:`~bgl.GL_ONE_MINUS_DST_COLOR` * :data:`~bgl.GL_SRC_ALPHA` * :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA` * :data:`~bgl.GL_DST_ALPHA` * :data:`~bgl.GL_ONE_MINUS_DST_ALPHA` * :data:`~bgl.GL_SRC_ALPHA_SATURATE` :type dest: int