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