bge.logic.setRender(flag) to enable/disable render. The render pass is enabled by default but it can be disabled with bge.logic.setRender(False). Once disabled, the render pass is skipped and a new logic frame starts immediately. Note that VSync no longer limits the fps when render is off but the 'Use Frame Rate' option in the Render Properties still does. To run as many frames as possible, untick the option This function is useful when you don't need the default render, e.g. when doing offscreen render to an alternate device than the monitor. Note that without VSync, you must limit the frame rate by other means. fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER]) Use this method to create an offscreen buffer of given size, with given MSAA samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER) or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to retrieve the frame buffer on the host and the latter if you want to pass the render to another context (texture are proper OGL object, render buffers aren't) The object created by this function can only be used as a parameter of the bge.texture.ImageRender() constructor to send the the render to the FBO rather than to the frame buffer. This is best suited when you want to create a render of specific size, or if you need an image with an alpha channel. bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0) Without arg, the refresh method of the image objects is pretty much a no-op, it simply invalidates the image so that on next texture refresh, the image will be recalculated. It is now possible to pass an optional buffer object to transfer the image (and recalculate it if it was invalid) to an external object. The object must implement the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels depending on format argument (only those 2 formats are supported) and ts is an optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file). With this function you don't need anymore to link the image object to a Texture object to use: the image object is self-sufficient. bge.texture.ImageRender(scene, camera, fbo=None) Render to buffer is possible by passing a FBO object (see offScreenCreate). bge.texture.ImageRender.render() Allows asynchronous render: call this method to render the scene but without extracting the pixels yet. The function returns as soon as the render commands have been send to the GPU. The render will proceed asynchronously in the GPU while the host can perform other tasks. To complete the render, you can either call refresh() directly of refresh the texture to which this object is the source. Asynchronous render is useful to achieve optimal performance: call render() on frame N and refresh() on frame N+1 to give as much as time as possible to the GPU to render the frame while the game engine can perform other tasks. Support negative scale on camera. Camera scale was previously ignored in the BGE. It is now injected in the modelview matrix as a vertical or horizontal flip of the scene (respectively if scaleY<0 and scaleX<0). Note that the actual value of the scale is not used, only the sign. This allows to flip the image produced by ImageRender() without any performance degradation: the flip is integrated in the render itself. Optimized image transfer from ImageRender to buffer. Previously, images that were transferred to the host were always going through buffers in VideoTexture. It is now possible to transfer ImageRender images to external buffer without intermediate copy (i.e. directly from OGL to buffer) if the attributes of the ImageRender objects are set as follow: flip=False, alpha=True, scale=False, depth=False, zbuff=False. (if you need to flip the image, use camera negative scale)
11 KiB
Rasterizer (bge.render)
Intro
Example of using a bge.types.SCA_MouseSensor
,
and two bge.types.KX_ObjectActuator
to implement MouseLook:
Note
This can also be achieved with the bge.types.KX_MouseActuator
.
# To use a mouse movement sensor "Mouse" and a # motion actuator to mouse look: import bge # scale sets the speed of motion scale = 1.0, 0.5 co = bge.logic.getCurrentController() obj = co.owner mouse = co.sensors["Mouse"] lmotion = co.actuators["LMove"] wmotion = co.actuators["WMove"] # Transform the mouse coordinates to see how far the mouse has moved. def mousePos(): x = (bge.render.getWindowWidth() / 2 - mouse.position[0]) * scale[0] y = (bge.render.getWindowHeight() / 2 - mouse.position[1]) * scale[1] return (x, y) pos = mousePos() # Set the amount of motion: X is applied in world coordinates... wmotion.useLocalTorque = False wmotion.torque = ((0.0, 0.0, pos[0])) # ...Y is applied in local coordinates lmotion.useLocalTorque = True lmotion.torque = ((-pos[1], 0.0, 0.0)) # Activate both actuators co.activate(lmotion) co.activate(wmotion) # Centre the mouse bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
Constants
- bge.render.KX_TEXFACE_MATERIAL
Materials as defined by the texture face settings.
- bge.render.KX_BLENDER_MULTITEX_MATERIAL
Materials approximating blender materials with multitexturing.
- bge.render.KX_BLENDER_GLSL_MATERIAL
Materials approximating blender materials with GLSL.
- bge.render.VSYNC_OFF
Disables vsync
- bge.render.VSYNC_ON
Enables vsync
- bge.render.VSYNC_ADAPTIVE
Enables adaptive vsync if supported. Adaptive vsync enables vsync if the framerate is above the monitors refresh rate. Otherwise, vsync is diabled if the framerate is too low.
- bge.render.LEFT_EYE
Left eye being used during stereoscopic rendering.
- bge.render.RIGHT_EYE
Right eye being used during stereoscopic rendering.
- bge.render.RAS_OFS_RENDER_BUFFER
The pixel buffer for offscreen render is a RenderBuffer. Argument to
offScreenCreate()
- bge.render.RAS_OFS_RENDER_TEXTURE
The pixel buffer for offscreen render is a Texture. Argument to
offScreenCreate()
Types
- class bge.render.RASOffScreen
An off-screen render buffer object.
Use
offScreenCreate()
to create it. Currently it can only be used in thebge.texture.ImageRender
constructor to render on a FBO rather than the default viewport.- width
The width in pixel of the FBO
- Type:
integer
- height
The height in pixel of the FBO
- Type:
integer
- color
The underlying OpenGL bind code of the texture object that holds the rendered image, 0 if the FBO is using RenderBuffer. The choice between RenderBuffer and Texture is determined by the target argument of
offScreenCreate()
.- Type:
integer
Functions
- bge.render.getWindowWidth()
Gets the width of the window (in pixels)
- Return type:
integer
- bge.render.getWindowHeight()
Gets the height of the window (in pixels)
- Return type:
integer
- bge.render.setWindowSize(width, height)
Set the width and height of the window (in pixels). This also works for fullscreen applications.
Note
Only works in the standalone player, not the Blender-embedded player.
- Parameters:
width (integer) – width in pixels
height (integer) – height in pixels
- bge.render.setFullScreen(enable)
Set whether or not the window should be fullscreen.
Note
Only works in the standalone player, not the Blender-embedded player.
- Parameters:
enable (bool) –
True
to set full screen,False
to set windowed.
- bge.render.getFullScreen()
Returns whether or not the window is fullscreen.
Note
Only works in the standalone player, not the Blender-embedded player; there it always returns False.
- Return type:
bool
- bge.render.getDisplayDimensions()
Get the display dimensions, in pixels, of the display (e.g., the monitor). Can return the size of the entire view, so the combination of all monitors; for example,
(3840, 1080)
for two side-by-side 1080p monitors.- Return type:
tuple (width, height)
- bge.render.makeScreenshot(filename)
Writes an image file with the current displayed frame.
The image is written to ‘filename’. The path may be absolute (eg.
/home/foo/image
) or relative when started with//
(eg.//image
). Note that absolute paths are not portable between platforms. If the filename contains a#
, it will be replaced by an incremental index so that screenshots can be taken multiple times without overwriting the previous ones (eg.image-#
).Settings for the image are taken from the render settings (file format and respective settings, gamma and colospace conversion, etc). The image resolution matches the framebuffer, meaning, the window size and aspect ratio. When running from the standalone player, instead of the embedded player, only PNG files are supported. Additional color conversions are also not supported.
- Parameters:
filename (string) – path and name of the file to write
- bge.render.enableVisibility(visible)
Deprecated; doesn’t do anything.
- bge.render.showMouse(visible)
Enables or disables the operating system mouse cursor.
- Parameters:
visible (boolean) –
- bge.render.setMousePosition(x, y)
Sets the mouse cursor position.
- Parameters:
x (integer) – X-coordinate in screen pixel coordinates.
y (integer) – Y-coordinate in screen pixel coordinates.
- bge.render.setBackgroundColor(rgba)
Deprecated and no longer functional. Use
bge.types.KX_WorldInfo.backgroundColor()
instead.
- bge.render.setEyeSeparation(eyesep)
Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
- Parameters:
eyesep (float) – The distance between the left and right eye.
- bge.render.getEyeSeparation()
Gets the current eye separation for stereo mode.
- Return type:
float
- bge.render.setFocalLength(focallength)
Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
- Parameters:
focallength (float) – The focal length.
- bge.render.getFocalLength()
Gets the current focal length for stereo mode.
- Return type:
float
- bge.render.getStereoEye()
Gets the current stereoscopy eye being rendered. This function is mainly used in a
bge.types.KX_Scene.pre_draw
callback function to customize the camera projection matrices for each stereoscopic eye.- Return type:
LEFT_EYE, RIGHT_EYE
- bge.render.setMaterialMode(mode)
Set the material mode to use for OpenGL rendering.
- Parameters:
mode (KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL) – material mode
Note
Changes will only affect newly created scenes.
- bge.render.getMaterialMode(mode)
Get the material mode to use for OpenGL rendering.
- Return type:
KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
- bge.render.setGLSLMaterialSetting(setting, enable)
Enables or disables a GLSL material setting.
- Parameters:
setting (string (lights, shaders, shadows, ramps, nodes, extra_textures)) –
enable (boolean) –
- bge.render.getGLSLMaterialSetting(setting)
Get the state of a GLSL material setting.
- Parameters:
setting (string (lights, shaders, shadows, ramps, nodes, extra_textures)) –
- Return type:
boolean
- bge.render.setAnisotropicFiltering(level)
Set the anisotropic filtering level for textures.
- Parameters:
level (integer (must be one of 1, 2, 4, 8, 16)) – The new anisotropic filtering level to use
Note
Changing this value can cause all textures to be recreated, which can be slow.
- bge.render.getAnisotropicFiltering()
Get the anisotropic filtering level used for textures.
- Return type:
integer (one of 1, 2, 4, 8, 16)
- bge.render.setMipmapping(value)
Change how to use mipmapping.
Note
Changing this value can cause all textures to be recreated, which can be slow.
- bge.render.getMipmapping()
Get the current mipmapping setting.
- Return type:
RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR
- bge.render.drawLine(fromVec, toVec, color)
Draw a line in the 3D scene.
- Parameters:
fromVec (list [x, y, z]) – the origin of the line
toVec (list [x, y, z]) – the end of the line
color (list [r, g, b]) – the color of the line
- bge.render.enableMotionBlur(factor)
Enable the motion blur effect.
- Parameters:
factor (float [0.0 - 1.0]) – the ammount of motion blur to display.
- bge.render.disableMotionBlur()
Disable the motion blur effect.
- bge.render.showFramerate(enable)
Show or hide the framerate.
- Parameters:
enable (boolean) –
- bge.render.showProfile(enable)
Show or hide the profile.
- Parameters:
enable (boolean) –
- bge.render.showProperties(enable)
Show or hide the debug properties.
- Parameters:
enable (boolean) –
- bge.render.autoDebugList(enable)
Enable or disable auto adding debug properties to the debug list.
- Parameters:
enable (boolean) –
- bge.render.clearDebugList()
Clears the debug property list.
- bge.render.setVsync(value)
Set the vsync value
- Parameters:
value (integer) – One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
- bge.render.getVsync()
Get the current vsync value
- Return type:
One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
- bge.render.offScreenCreate(width,height[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
Create a Off-screen render buffer object.
- Parameters:
width (integer) – the width of the buffer in pixels
height (integer) – the height of the buffer in pixels
samples (integer) – the number of multisample for anti-aliasing (MSAA), 0 to disable MSAA
target (integer) – the pixel storage:
RAS_OFS_RENDER_BUFFER
to render on RenderBuffers (the default),RAS_OFS_RENDER_TEXTURE
to render on texture. The later is interesting if you want to access the texture directly (seeRASOffScreen.color
). Otherwise the default is preferable as it’s more widely supported by GPUs and more efficient. If the GPU does not support MSAA+Texture (e.g. Intel HD GPU), MSAA will be disabled.
- Return type: