Rasterizer Module (2.48)


Methods
disableMotionBlur setAmbientColor
drawLine setBackgroundColor
enableMotionBlur setEyeSeparation
enableVisibility setFocalLength
getEyeSeparation setGLSLMaterialSetting
getFocalLength setMaterialMode
getGLSLMaterialSetting setMistColor
getMaterialMode setMistEnd
getWindowHeight setMistStart
getWindowWidth setMousePosition
makeScreenshot showMouse
 
Variables
---------- ----------
 
Constants
---------- ----------


Methods



disableMotionBlur

disableMotionBlur()

Disables the motion blur effect.

Sample Code

# import Rasterizer
import Rasterizer

# enable motion blur
Rasterizer.disableMotionBlur()

drawLine

drawLine(start, end, color)

Draws a line.

start:
  Type:    List [ x, y, z]

x =  x world coordinate
Type: float
y =  y world coordinate
Type: float
z =  z world coordinate
Type: float

end:
  Type:    List [ x, y, z]

x =  x world coordinate
Type: float
y =  y world coordinate
Type: float
z =  z world coordinate
Type: float

color:
  Type:    List [ r, g, b]

r =  red color value
Type: float
range: 0.0 - 1.0
g =  green color value
Type: float
range: 0.0 - 1.0
b =  blue color value
Type: float
range: 0.0 - 1.0

Note:
Line isn't permanent.  It has to be redrawn every time the frame is redrawn.    

Sample Code

# import Rasterizer
import Rasterizer

# draw a  red line
start = [0.0, 0.0, 0.0]
end = [100.0, 100.0, 5.0]
color = [ 1.0, 0.0, 0.0]

# draw it
Rasterizer.drawLine( start, end, color)

enableMotionBlur

enableMotionBlur(blur)

Enables the motion blur effect.

blur:
Type:  float
Range:  0.0 to 1.0

Note:
Your video card and drivers must provide support for the OpenGL accumulation buffer (gl_Accum)

Sample Code

# import Rasterizer
import Rasterizer

# enable motion blur
Rasterizer.enableMotionBlur( 0.65)

enableVisibility

enableVisibility(bool)

bool:
Type:   bool value.
    True or False.   1 or 0

Note:  
Documentation says it doesn't really do anything.

Sample Code

# import Rasterizer
import Rasterizer

# enable visibility
Rasterizer.enableVisibility(True)

getEyeSeparation

getEyeSeparation()

Returns the distance between left and right eye settings in stereo mode.  (3D glasses)

Return type:  float number

Note:
By default stereo mode is turned off.  To turn it on, Buttons Window Menu >> Panels Scene(F10) >> Format Tab >> Game framing settings.  Anaglyph button (red-blue stereo method)

Sample Code

# import Rasterizer
import Rasterizer

# get eye seperation
eyeSeparation = Rasterizer.getEyeSeparation()

getFocalLength

getFocalLength()

Returns the optimal focusing distance in stereo mode.  (3D glasses)

Return type:  float

Note:
By default stereo mode is turned off.  To turn it on, Buttons Window Menu >> Panels Scene(F10) >> Format Tab >> Game framing settings.  Anaglyph button (red-blue stereo method)

Sample Code

# import rasterizer
import Rasterizer

# get the focal length
focalLength = Rasterizer.getFocalLength()

getGLSLMaterialSetting

getGLSLMaterialSetting(setting)

Returns whether or not a GLSL material setting is enabled.

Return Type:  Bool

1 = False = Not enabled
0 = True = enabled
    
setting:
   lights, shaders, shadows, ramps, nodes and extra_textures

   Type:  string

Note:
This function returns 1 for False and 0 for True
It should return 0 for False and 1 for True

Sample Code

# import Rasterizer
import Rasterizer

# GLSL lights enabled?
lightsEnabled = Rasterizer.getGLSLMaterialSetting("lights")

# GLSL shaders enabled?
shadersEnabled = Rasterizer.getGLSLMaterialSetting("shaders")

getMaterialMode

getMaterialMode()

Returns the material mode being used.

Return Type:  integer

0 = KX_TEXFACE_MATERIAL
1 = KX_BLENDER_MULTITEX_MATERIAL
2 = KX_BLENDER_GLSL_MATERIAL

Note:
KX_BLENDER_MULTITEX_MATERIAL should return 1
Instead it returns 2.  Same as KX_BLENDER_GLSL_MATERIAL

Note:
Texture Face Materials (KX_TEXFACE_MATERIAL)
Blender Multitexture Materials (KX_BLENDER_MULTITEX_MATERIAL)
Blender GLSL Materials (KX_BLENDER_GLSL_MATERIAL)

Sample Code

# import Rasterizer
import Rasterizer

# get material mode
mode = Rasterizer.getMaterialMode()

getWindowHeight

getWindowHeight()

Returns the height of the game window in pixels

Return type:  integer

Sample Code

# import Rasterizer
import Rasterizer

# get game window height
height = Rasterizer.getWindowHeight()

getWindowWidth

getWindowWidth()

Returns the width of the game window in pixels

Return type:  integer

Sample Code

# import Rasterizer
import Rasterizer

# get game window width
width = Rasterizer.getWindowWidth()

makeScreenshot

makeScreenshot(filename)

Saves a screenshot to the filename.

filename:
Type:  string

Note:
The image format (jpeg or png or bmp etc) the screenshot is saved as is set in Scene(F10).  ie Buttons Window Menu >> Panels Scene(F10) >> Format Tab

Sample Code

# import Rasterizer
import Rasterizer

# save screenshot
Rasterizer.makeScreenshot("myScreenshot")


setAmbientColor

setAmbientColor(rgb)

Sets the ambient color.

rgb:
Type:  List [ r, g, b]

   r (red channel):
Type:  float
Range: 0.0 to 1.0

   g (green channel):
Type:  float
Range: 0.0 to 1.0

   b (blue channel):
Type:  float
Range: 0.0 to 1.0

Sample Code

# import Rastizer
import Rasterizer

# set the ambient color
Rasterizer.setAmbientColor([ 0.8, 0.0, 0.0])

setBackgroundColor

setBackgroundColor(rgba)

Sets the background color.

rgba:
Type:  List [ r, g, b, a]

   r (red channel):
Type:  float
Range: 0.0 to 1.0

   g (green channel):
Type:  float
Range: 0.0 to 1.0

   b (blue channel):
Type:  float
Range: 0.0 to 1.0

   a (alpha channel):
Type:  float
Range: 0.0 to 1.0

Sample Code

# import Rastizer
import Rasterizer

# set the background color to Red
Rasterizer.setBackgroundColor([1.0, 0.0, 0.0, 1.0])

setEyeSeparation

setEyeSeparation(eyeSeparation)

Sets  the distance between left and right eye settings in stereo mode.  (3D glasses)

eyeSeparation:
Type:  float variable

Note:
By default stereo mode is turned off.  To turn it on, Buttons Window Menu >> Panels Scene(F10) >> Format Tab >> Game framing settings.  Anaglyph button (red-blue stereo method)

Sample Code

# import Rastizer
import Rasterizer

# set eye separation
Rasterizer.setEyeSeparation(0.01)

setFocalLength

setFocalLength(focalLength)

Sets the optimal focusing distance in stereo mode.  (3D glasses)

focalLength:
Type:  float number

Note:
By default stereo mode is turned off.  To turn it on, Buttons Window Menu >> Panels Scene(F10) >> Format Tab >> Game framing settings.  Anaglyph button (red-blue stereo method)

Sample Code

# import rasterizer
import Rasterizer

# set focal length
Rasterizer.setFocalLength(0.15)

setGLSLMaterialSetting

setGLSLMaterialSetting(setting, enable)

Enables/disables a GLSL material setting.  

There are 6 settings (lights, shaders, shadows, ramps, nodes and extra_textures) that can be enabled/disabled.  

setting:
   lights, shaders, shadows, ramps, nodes and extra_textures

   Type:  string

enable:
   Type:  Bool

True or 1 = enable setting
False or 0 = disable setting

Note:
getGLSLMaterialSetting:
0 = True
1 = False
setGLSLMaterialSetting:
1 = True
0 = False

Sample Code

# import Rasterizer
import Rasterizer

# enable GLSL shaders
Rasterizer.setGLSLMaterialSetting("shaders", True)

setMaterialMode

setMateriaMode(mode)

Sets the material mode being used.

mode:
Type: integer

  0 = KX_TEXFACE_MATERIAL
  1 = KX_BLENDER_MULTITEX_MATERIAL
  2 = KX_BLENDER_GLSL_MATERIAL

Note:
Takes effect when a scene is started/restarted.
Note:
Texture Face Materials (KX_TEXFACE_MATERIAL)
Blender Multitexture Materials (KX_BLENDER_MULTITEX_MATERIAL)
Blender GLSL Materials (KX_BLENDER_GLSL_MATERIAL) 

Sample Code

# import rasterizer
import Rasterizer

# enable GLSL shaders
Rasterizer.setMaterialMode(2)

setMistColor

setMistColor(rgb)

Sets the mist color

rgb:
Type:  List [ r, g, b]

r (red channel):
Type:  float
Range: 0.0 to 1.0

g (green channel):
Type:  float
Range: 0.0 to 1.0

b (blue channel):
Type:  float
Range: 0.0 to 1.0

Sample Code

# import Rasterizer
import Rasterizer

# set mist color
Rasterizer.setMistColor([ 0.8, 0.8, 0.8])

setMistEnd

setMistEnd(end)

Sets the mist end value.  Anything farther than the end value will be colored solid with the color set in the mist color.

end:
Type:  float

Sample Code

# import Rasterizer
import Rasterizer

# set mist end
Rasterizer.setMistEnd(50.0)

setMistStart

setMistStart(start)

Sets the mist start value.  Anything further than the start value will have the mist applied to it.

start:
Type:  Blender units (float)

Sample Code

# import rasterizer
import Rasterizer

# set mist start
Rasterizer.setMistStart(10.0)

setMousePosition

setMousePosition(x, y)

Sets the position of the mouse cursor in the game window.

x, y:
Type:  integers

Note:
(0, 0) is upper left corner of the game window

Sample Code

# import rasterizer
import Rasterizer

# set mouse position to upper left corner
Rasterizer.setMousePosition(0, 0)

showMouse

showMouse(show)

Shows/hides the mouse cursor.

show:
Type:  Bool
   True or False.  1 or 0

   True shows the cursor.  False hides it.

Sample Code

# import rasterizer
import Rasterizer

# show the mouse cursor
Rasterizer.showMouse(True)



Blender 3D
Game Engine