BL_Shader(PyObjectPlus)¶
base class — PyObjectPlus
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class
bge.types.
BL_Shader
(PyObjectPlus)¶ BL_Shader GLSL shaders.
TODO - Description
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setUniformfv
(name, fList)¶ Set a uniform with a list of float values
Parameters: - name (string) – the uniform name
- fList (list[float]) – a list (2, 3 or 4 elements) of float values
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isValid
()¶ Check if the shader is valid.
Returns: True if the shader is valid Return type: boolean
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setAttrib
(enum)¶ Set attribute location. (The parameter is ignored a.t.m. and the value of “tangent” is always used.)
Parameters: enum (integer) – attribute location value
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setNumberOfPasses
(max_pass)¶ Set the maximum number of passes. Not used a.t.m.
Parameters: max_pass (integer) – the maximum number of passes
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setSampler
(name, index)¶ Set uniform texture sample index.
Parameters: - name (string) – Uniform name
- index (integer) – Texture sample index.
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setSource
(vertexProgram, fragmentProgram)¶ Set the vertex and fragment programs
Parameters:
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setUniform1f
(name, fx)¶ Set a uniform with 1 float value.
Parameters:
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setUniform1i
(name, ix)¶ Set a uniform with an integer value.
Parameters: - name (string) – the uniform name
- ix (integer) – the uniform value
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setUniform2f
(name, fx, fy)¶ Set a uniform with 2 float values
Parameters:
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setUniform2i
(name, ix, iy)¶ Set a uniform with 2 integer values
Parameters: - name (string) – the uniform name
- ix (integer) – first integer value
- iy (integer) – second integer value
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setUniform3f
(name, fx, fy, fz)¶ Set a uniform with 3 float values.
Parameters:
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setUniform3i
(name, ix, iy, iz)¶ Set a uniform with 3 integer values
Parameters: - name (string) – the uniform name
- ix (integer) – first integer value
- iy (integer) – second integer value
- iz (integer) – third integer value
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setUniform4f
(name, fx, fy, fz, fw)¶ Set a uniform with 4 float values.
Parameters:
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setUniform4i
(name, ix, iy, iz, iw)¶ Set a uniform with 4 integer values
Parameters: - name (string) – the uniform name
- ix (integer) – first integer value
- iy (integer) – second integer value
- iz (integer) – third integer value
- iw (integer) – fourth integer value
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setUniformDef
(name, type)¶ Define a new uniform
Parameters: - name (string) – the uniform name
- type (UNI_NONE, UNI_INT, UNI_FLOAT, UNI_INT2, UNI_FLOAT2, UNI_INT3, UNI_FLOAT3, UNI_INT4, UNI_FLOAT4, UNI_MAT3, UNI_MAT4, UNI_MAX) – uniform type
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setUniformMatrix3
(name, mat, transpose)¶ Set a uniform with a 3x3 matrix value
Parameters: - name (string) – the uniform name
- mat (3x3 matrix) – A 3x3 matrix [[f, f, f], [f, f, f], [f, f, f]]
- transpose (boolean) – set to True to transpose the matrix
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setUniformMatrix4
(name, mat, transpose)¶ Set a uniform with a 4x4 matrix value
Parameters: - name (string) – the uniform name
- mat (4x4 matrix) – A 4x4 matrix [[f, f, f, f], [f, f, f, f], [f, f, f, f], [f, f, f, f]]
- transpose (boolean) – set to True to transpose the matrix
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setUniformiv
(name, iList)¶ Set a uniform with a list of integer values
Parameters: - name (string) – the uniform name
- iList (list[integer]) – a list (2, 3 or 4 elements) of integer values
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setUniformEyef
(name)¶ Set a uniform with a float value that reflects the eye being render in stereo mode: 0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures containing the left and right eye images in a top-bottom order.
Parameters: name (string) – the uniform name
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validate
()¶ Validate the shader object.
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