Material

Namespace: material Language: Lua Type: Defold Lua File: script_material.cpp Source: engine/gamesys/src/gamesys/scripts/script_material.cpp

Functions for interacting with materials.

API

material.get_constants

Type: FUNCTION Returns a table of all the shader constants in the material. This function will return all the shader constants that are used in both the vertex and the fragment shaders.

Parameters

Returns

name

hash the hashed name of the constant</dd>

type

number the type of the constant. Supported values:</dd> </dl>

  • material.CONSTANT_TYPE_USER
  • material.CONSTANT_TYPE_USER_MATRIX4
  • material.CONSTANT_TYPE_VIEWPROJ
  • material.CONSTANT_TYPE_WORLD
  • material.CONSTANT_TYPE_TEXTURE
  • material.CONSTANT_TYPE_VIEW
  • material.CONSTANT_TYPE_PROJECTION
  • material.CONSTANT_TYPE_NORMAL
  • material.CONSTANT_TYPE_WORLDVIEW
  • material.CONSTANT_TYPE_WORLDVIEWPROJ
  • material.CONSTANT_TYPE_TIME
  • material.CONSTANT_TYPE_WORLD_INVERSE
  • material.CONSTANT_TYPE_VIEW_INVERSE
  • material.CONSTANT_TYPE_PROJECTION_INVERSE
  • material.CONSTANT_TYPE_VIEWPROJ_INVERSE
  • material.CONSTANT_TYPE_WORLDVIEW_INVERSE
  • material.CONSTANT_TYPE_WORLDVIEWPROJ_INVERSE
value

vmath.vector4 | vmath.matrix4 the value(s) of the constant. If the constant is an array, the value will be a table of vmath.vector4 or vmath.matrix4 if the type is material.CONSTANT_TYPE_USER_MATRIX4.</dd> </dl>

Examples

Get the shader constants from a material specified as a resource property

go.property("my_material", resource.material())

function init(self)
    local constants = material.get_constants(self.my_material)
end

material.get_samplers

Type: FUNCTION Returns a table of all the texture samplers in the material. This function will return all the texture samplers that are used in both the vertex and the fragment shaders.

Parameters

  • path (hash string) - The path to the resource

Returns

  • table (table) - A table of tables, where each entry contains info about the texture samplers:
name

hash the hashed name of the texture sampler</dd>

u_wrap

number the u wrap mode of the texture sampler. Supported values:</dd> </dl>

  • graphics.TEXTURE_WRAP_CLAMP_TO_BORDER
  • graphics.TEXTURE_WRAP_CLAMP_TO_EDGE
  • graphics.TEXTURE_WRAP_MIRRORED_REPEAT
  • graphics.TEXTURE_WRAP_REPEAT
v_wrap

number the v wrap mode of the texture sampler. Supported values:</dd> </dl>

  • graphics.TEXTURE_WRAP_CLAMP_TO_BORDER
  • graphics.TEXTURE_WRAP_CLAMP_TO_EDGE
  • graphics.TEXTURE_WRAP_MIRRORED_REPEAT
  • graphics.TEXTURE_WRAP_REPEAT
min_filter

number the min filter mode of the texture sampler. Supported values:</dd> </dl>

  • graphics.TEXTURE_FILTER_DEFAULT
  • graphics.TEXTURE_FILTER_NEAREST
  • graphics.TEXTURE_FILTER_LINEAR
  • graphics.TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST
  • graphics.TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR
  • graphics.TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST
  • graphics.TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR
mag_filter

number the mag filter mode of the texture sampler</dd> </dl>

  • graphics.TEXTURE_FILTER_DEFAULT
  • graphics.TEXTURE_FILTER_NEAREST
  • graphics.TEXTURE_FILTER_LINEAR
max_anisotropy

number the max anisotropy of the texture sampler</dd> </dl>

Examples

Get the texture samplers from a material specified as a resource property

go.property("my_material", resource.material())

function init(self)
    local samplers = material.get_samplers(self.my_material)
end

material.get_textures

Type: FUNCTION Returns a table of all the textures from the material.

Parameters

  • path (hash string) - The path to the resource

Returns

  • table (table) - A table of tables, where each entry contains info about the material textures:
path

hash the resource path of the texture. Only available if the texture is a resource.</dd>

handle

hash the runtime handle of the texture.</dd>

width

number the width of the texture</dd>

height

number the height of the texture</dd>

depth

number the depth of the texture. Corresponds to the number of layers in an array texture.</dd>

mipmaps

number the number of mipmaps in the texture</dd>

type

number the type of the texture. Supported values:</dd> </dl>

  • graphics.TEXTURE_TYPE_2D
  • graphics.TEXTURE_TYPE_2D_ARRAY
  • graphics.TEXTURE_TYPE_CUBE_MAP
  • graphics.TEXTURE_TYPE_IMAGE_2D
  • graphics.TEXTURE_TYPE_3D
  • graphics.TEXTURE_TYPE_IMAGE_3D
flags

number the flags of the texture. This field is a bit mask of these supported flags:</dd> </dl>

  • graphics.TEXTURE_USAGE_FLAG_SAMPLE
  • graphics.TEXTURE_USAGE_FLAG_MEMORYLESS
  • graphics.TEXTURE_USAGE_FLAG_STORAGE
  • graphics.TEXTURE_USAGE_FLAG_INPUT
  • graphics.TEXTURE_USAGE_FLAG_COLOR

Examples

Get the textures from a material specified as a resource property

go.property("my_material", resource.material())

function init(self)
    local textures = material.get_textures(self.my_material)
end

material.get_vertex_attributes

Type: FUNCTION Returns a table of all the vertex attributes in the material. This function will return all the vertex attributes that are used in the vertex shader of the material.

Parameters

  • path (hash string) - The path to the resource

Returns

  • table (table) - A table of tables, where each entry contains info about the vertex attributes:
name

hash the hashed name of the vertex attribute</dd>

value

vmath.vector4 | vmath.vector3 | vmath.matrix4 | number | table the value of the vertex attribute. Matrix attributes that do not map to vmath.matrix4 are returned as a table of numbers.</dd>

normalize

boolean whether the value is normalized when passed into the shader</dd>

data_type

number the data type of the vertex attribute. Supported values:</dd> </dl>

  • graphics.DATA_TYPE_BYTE
  • graphics.DATA_TYPE_UNSIGNED_BYTE
  • graphics.DATA_TYPE_SHORT
  • graphics.DATA_TYPE_UNSIGNED_SHORT
  • graphics.DATA_TYPE_INT
  • graphics.DATA_TYPE_UNSIGNED_INT
  • graphics.DATA_TYPE_FLOAT
coordinate_space

number the coordinate space of the vertex attribute. Supported values:</dd> </dl>

  • graphics.COORDINATE_SPACE_WORLD
  • graphics.COORDINATE_SPACE_LOCAL
semantic_type

number the semantic type of the vertex attribute. Supported values:</dd> </dl>

  • graphics.SEMANTIC_TYPE_NONE
  • graphics.SEMANTIC_TYPE_POSITION
  • graphics.SEMANTIC_TYPE_TEXCOORD
  • graphics.SEMANTIC_TYPE_PAGE_INDEX
  • graphics.SEMANTIC_TYPE_COLOR
  • graphics.SEMANTIC_TYPE_NORMAL
  • graphics.SEMANTIC_TYPE_TANGENT
  • graphics.SEMANTIC_TYPE_WORLD_MATRIX
  • graphics.SEMANTIC_TYPE_NORMAL_MATRIX
  • graphics.SEMANTIC_TYPE_BONE_WEIGHTS
  • graphics.SEMANTIC_TYPE_BONE_INDICES
  • graphics.SEMANTIC_TYPE_TEXTURE_TRANSFORM_2D

Examples

Get the vertex attributes from a material specified as a resource property

go.property("my_material", resource.material())

function init(self)
    local vertex_attributes = material.get_vertex_attributes(self.my_material)
end

material.set_constants

Type: FUNCTION Sets shader constants in a material, if the constants exist.

Parameters

  • path (hash string) - The path to the resource
  • constants (table) - A table keyed by constant name with args tables as values. Constants can be partially updated. Supported entries:
type

number the type of the constant. Supported values:</dd> </dl>

  • material.CONSTANT_TYPE_USER
  • material.CONSTANT_TYPE_USER_MATRIX4
  • material.CONSTANT_TYPE_VIEWPROJ
  • material.CONSTANT_TYPE_WORLD
  • material.CONSTANT_TYPE_TEXTURE
  • material.CONSTANT_TYPE_VIEW
  • material.CONSTANT_TYPE_PROJECTION
  • material.CONSTANT_TYPE_NORMAL
  • material.CONSTANT_TYPE_WORLDVIEW
  • material.CONSTANT_TYPE_WORLDVIEWPROJ
  • material.CONSTANT_TYPE_TIME
  • material.CONSTANT_TYPE_WORLD_INVERSE
  • material.CONSTANT_TYPE_VIEW_INVERSE
  • material.CONSTANT_TYPE_PROJECTION_INVERSE
  • material.CONSTANT_TYPE_VIEWPROJ_INVERSE
  • material.CONSTANT_TYPE_WORLDVIEW_INVERSE
  • material.CONSTANT_TYPE_WORLDVIEWPROJ_INVERSE
value

vmath.vector4 | vmath.vector3 | vmath.matrix4 | number | table the value(s) of the constant. If the shader constant is an array, the amount of values to update depends on how many values that are passed in the ‘value’ field.</dd> </dl>

Examples

Set a shader constant in a material specified as a resource property

go.property("my_material", resource.material())

function update(self)
    -- update the 'tint' constant
    material.set_constants(self.my_material, {
        tint = { value = vmath.vector4(1, 0, 0, 1) }
    })
    -- change the type of the 'view_proj' constant to CONSTANT_TYPE_USER_MATRIX4 so the renderer can set our custom data
    material.set_constants(self.my_material, {
        view_proj = { value = self.my_view_proj, type = material.CONSTANT_TYPE_USER_MATRIX4 }
    })
end

material.set_samplers

Type: FUNCTION Sets texture samplers in a material, if the samplers exist. Use this function to change the settings of texture samplers. To set actual textures that should be bound to the samplers, use the material.set_textures function instead.

Parameters

  • path (hash string) - The path to the resource
  • samplers (table) - A table keyed by sampler name with args tables as values. Partial updates are supported. Supported entries:
u_wrap

number the u wrap mode of the texture sampler. Supported values:</dd> </dl>

  • graphics.TEXTURE_WRAP_CLAMP_TO_BORDER
  • graphics.TEXTURE_WRAP_CLAMP_TO_EDGE
  • graphics.TEXTURE_WRAP_MIRRORED_REPEAT
  • graphics.TEXTURE_WRAP_REPEAT
v_wrap

number the v wrap mode of the texture sampler. Supported values:</dd> </dl>

  • graphics.TEXTURE_WRAP_CLAMP_TO_BORDER
  • graphics.TEXTURE_WRAP_CLAMP_TO_EDGE
  • graphics.TEXTURE_WRAP_MIRRORED_REPEAT
  • graphics.TEXTURE_WRAP_REPEAT
min_filter

number the min filter mode of the texture sampler. Supported values:</dd> </dl>

  • graphics.TEXTURE_FILTER_DEFAULT
  • graphics.TEXTURE_FILTER_NEAREST
  • graphics.TEXTURE_FILTER_LINEAR
  • graphics.TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST
  • graphics.TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR
  • graphics.TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST
  • graphics.TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR
mag_filter

number the mag filter mode of the texture sampler</dd> </dl>

  • graphics.TEXTURE_FILTER_DEFAULT
  • graphics.TEXTURE_FILTER_NEAREST
  • graphics.TEXTURE_FILTER_LINEAR
max_anisotropy

number the max anisotropy of the texture sampler</dd> </dl>

Examples

Configures a sampler in a material specified as a resource property

go.property("my_material", resource.material())

function init(self)
    material.set_samplers(self.my_material, {
        texture_sampler = { u_wrap = graphics.TEXTURE_WRAP_REPEAT, v_wrap = graphics.TEXTURE_WRAP_MIRRORED_REPEAT }
    })
end

material.set_textures

Type: FUNCTION Sets textures in a material, if the samplers exist.

Parameters

  • path (hash string) - The path to the resource
  • textures (table) - A table keyed by sampler name with texture resources as values.

Examples

Set a texture in a material from a resource

go.property("my_material", resource.material())
go.property("my_texture", resource.texture())

function init(self)
    material.set_textures(self.my_material, {
        my_texture = self.my_texture
    })
end

material.set_vertex_attributes

Type: FUNCTION Sets vertex attributes in a material, if the vertex attributes exist.

Parameters

  • path (hash string) - The path to the resource
  • attributes (table) - A table keyed by vertex attribute name with args tables as values. Partial updates are supported. Supported entries:
value

vmath.vector4 | vmath.vector3 | vmath.matrix4 | number | table the value of the vertex attribute. Use a table of numbers for matrix attributes that do not map to vmath.matrix4.</dd>

normalize

boolean whether the value is normalized when passed into the shader</dd>

data_type

number the data type of the vertex attribute. Supported values:</dd> </dl>

  • graphics.DATA_TYPE_BYTE
  • graphics.DATA_TYPE_UNSIGNED_BYTE
  • graphics.DATA_TYPE_SHORT
  • graphics.DATA_TYPE_UNSIGNED_SHORT
  • graphics.DATA_TYPE_INT
  • graphics.DATA_TYPE_UNSIGNED_INT
  • graphics.DATA_TYPE_FLOAT
coordinate_space

number the coordinate space of the vertex attribute. Supported values:</dd> </dl>

  • graphics.COORDINATE_SPACE_DEFAULT
  • graphics.COORDINATE_SPACE_WORLD
  • graphics.COORDINATE_SPACE_LOCAL
semantic_type

number the semantic type of the vertex attribute. Supported values:</dd> </dl>

  • graphics.SEMANTIC_TYPE_NONE
  • graphics.SEMANTIC_TYPE_POSITION
  • graphics.SEMANTIC_TYPE_TEXCOORD
  • graphics.SEMANTIC_TYPE_PAGE_INDEX
  • graphics.SEMANTIC_TYPE_COLOR
  • graphics.SEMANTIC_TYPE_NORMAL
  • graphics.SEMANTIC_TYPE_TANGENT
  • graphics.SEMANTIC_TYPE_WORLD_MATRIX
  • graphics.SEMANTIC_TYPE_NORMAL_MATRIX
  • graphics.SEMANTIC_TYPE_BONE_WEIGHTS
  • graphics.SEMANTIC_TYPE_BONE_INDICES
  • graphics.SEMANTIC_TYPE_TEXTURE_TRANSFORM_2D

Examples

Configures a vertex attribute in a material specified as a resource property

go.property("my_material", resource.material())

function init(self)
    material.set_vertex_attributes(self.my_material, {
        tint_attribute = { value = vmath.vec4(1, 0, 0, 1), semantic_type = graphics.SEMANTIC_TYPE_COLOR },
        weights        = { value = vmath.vec4(0, 1, 0, 0), semantic_type = graphics.SEMANTIC_TYPE_NONE }
    })
end