simvx.core.graphics.material¶
Material: pure data (no GPU dependencies).
Backends (SDL3, Vulkan) extend this to add texture/GPU management.
Module Contents¶
Classes¶
Pure material data for rendering. Backend-agnostic. |
Data¶
API¶
- simvx.core.graphics.material.log¶
‘getLogger(…)’
- class simvx.core.graphics.material.Material(colour: tuple[float, ...] | numpy.ndarray = (1.0, 1.0, 1.0, 1.0), metallic: float = 0.0, roughness: float = 0.5, blend: Literal[opaque, alpha, additive, cutoff] = 'opaque', alpha_cutoff: float = 0.5, wireframe: bool = False, double_sided: bool = False, unlit: bool = False, albedo_map: str | bytes | None = None, normal_map: str | bytes | None = None, metallic_roughness_map: str | bytes | None = None, emissive_map: str | bytes | None = None, ao_map: str | bytes | None = None, emissive_colour: tuple[float, ...] | None = None, emissive_strength: float | None = None, needs_scene_colour: bool = False, needs_scene_depth: bool = False, uv_offset: tuple[float, float] = (0.0, 0.0), uv_scale: tuple[float, float] = (1.0, 1.0), uv_rotation: float = 0.0, wetness_affected: bool = False, receives_decals: bool = True)[source]¶
Pure material data for rendering. Backend-agnostic.
Every map kwarg (
albedo_map,normal_map,metallic_roughness_map,emissive_map,ao_map) accepts three forms:str: filesystem path or asset URI; backend loads from disk viaTextureManager.bytes: raw image bytes (PNG / JPEG / etc.) decoded by the backend’s image loader.numpy.ndarray: an in-memory texture, shape(H, W, C)where C is 1, 3, or 4. Coerced touint8at construction time so the GPU always sees byte-per-channel data;float32arrays in[0, 1]are scaled, out-of-range floats log a WARNING and clip, and unsupported dtypes raiseTypeError. Used by Procedural Planets and Q1K3 to bake gradient ramps without shipping PNGs.
Example: mat = Material(colour=(1, 0, 0, 1)) # Red mat = Material(colour=(0, 1, 0), blend=”alpha”) # Translucent green mat = Material(albedo_map=”textures/brick.png”) # On-disk texture mat = Material(albedo_map=numpy_rgba_uint8) # Numpy texture
Initialization
Initialize material with colour and properties.
Args: colour: RGBA (or RGB auto-expanded to 1.0 alpha) in [0-1] metallic: [0-1] metallic factor roughness: [0-1] roughness factor blend: “opaque”, “alpha”, “additive”, or “cutoff” (alpha-tested cutout: fragments with albedo alpha below
alpha_cutoffare discarded; renders in the opaque pass, no sorting) alpha_cutoff: [0-1] alpha-test threshold forblend="cutoff"wireframe: Render as wireframe double_sided: Disable backface culling unlit: Disable lighting (flat colour) albedo_map: Path or embedded bytes for albedo/diffuse texture, or a SubViewport / RenderView node whose live offscreen feed to sample. A PlanarReflection3D node is sampled with a mirrored projective UV from the fragment’s clip position (planar reflection) instead of the mesh UV. normal_map: Path or embedded bytes for normal map texture (optional) metallic_roughness_map: Path or embedded bytes for metallic-roughness texture (optional) emissive_map: Path or embedded bytes for emissive texture (optional) ao_map: Path or embedded bytes for ambient occlusion texture (optional) emissive_colour:(R, G, B)or(R, G, B, intensity)packing. If a 4-tuple, the fourth component is the intensity multiplier (legacy/round-trip form). Prefer the 3-tuple form with the separateemissive_strengthkwarg. emissive_strength: Scalar multiplier applied to the emissive RGB. Stored as the 4th component ofemissive_colour. May be combined with a 3-tupleemissive_colouror used alone (an opaque-white default is supplied whenemissive_colourisNone). needs_scene_colour: The material samples the copied opaque scene colour (screen-space refraction). Schedules the desktop opaque/transparent pass split so the transparent draw can read the scene behind it. Only meaningful for a transparent (blend="alpha") material. needs_scene_depth: The material samples the copied opaque scene depth. Rides the same pass split asneeds_scene_colour. uv_offset: UV-space offset applied to every material texture sample (KHR_texture_transform). Applied after scale/rotation:uv' = rotate(uv * uv_scale, uv_rotation) + uv_offset. uv_scale: UV-space scale factor per axis.(1, 1)is identity. uv_rotation: UV rotation in radians, counter-clockwise about the UV origin. Identity transforms (all defaults) are free: the shader path is gated by a feature bit set only when any of the three deviates from identity. wetness_affected: The surface responds to global weather. Under rain (WorldEnvironmentwetness/rain_intensity> 0, delivered via FrameGlobals) the shader darkens the albedo, drops the roughness (wet surfaces are glossier), and overlays an animated ripple normal on near-horizontal faces. Free when dry or unset: the shader block is gated on both this feature bit andwetness > 0, so a dry frame is byte-identical to the dry path. receives_decals: WhetherDecal3Dprojectors composite onto this surface. True by default (every surface receives, as before); set False to exclude a surface (glass, water, skybox proxies). Combined with each decal’scull_mask, which selects receiving render layers.- __slots__¶
(‘_uid’, ‘colour’, ‘metallic’, ‘roughness’, ‘blend’, ‘alpha_cutoff’, ‘wireframe’, ‘double_sided’, ‘u…
- property content_key: tuple[source]¶
Hashable key representing all rendering-relevant properties.
Two materials with the same content_key are visually identical and can share a single GPU material slot. Texture fields that hold an unhashable source (e.g. a numpy ndarray passed via TextureManager) are fingerprinted by
id()so the key stays hashable without mutating the source.