KX_BlenderMaterial(EXP_PyObjectPlus)#

base 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.

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)
shader#

The material’s shader.

Type:

BL_Shader

blending#

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

Type:

(integer, integer)

getShader()#

Returns the material’s shader.

Returns:

the material’s shader

Return type:

BL_Shader

getTextureBindcode(textureslot)#

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

Deprecated since version use: bge.types.BL_Texture.bindCode()

Parameters:

textureslot (integer) – Specifies the texture slot number

Returns:

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

Return type:

integer

alpha#

The material’s alpha transparency.

Type:

float between 0.0 and 1.0 inclusive

hardness#

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

Type:

integer between 1 and 511 inclusive

emit#

Amount of light to emit.

Type:

float between 0.0 and 2.0 inclusive

ambient#

Amount of ambient light on the material.

Type:

float between 0.0 and 1.0 inclusive

specularAlpha#

Alpha transparency for specular areas.

Type:

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

specularIntensity#

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

Type:

float between 0.0 and 1.0 inclusive

diffuseIntensity#

The material’s amount of diffuse reflection.

Type:

float between 0.0 and 1.0 inclusive

specularColor#

The material’s specular color.

Type:

mathutils.Color

diffuseColor#

The material’s diffuse color.

Type:

mathutils.Color

textures#

List of all material’s textures.

Type:

List of BL_Texture (read only)

setBlending(src, dest)#

Set the pixel color arithmetic functions.

Parameters:
  • src (int) –

    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

  • dest (int) –

    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