.. DO NOT EDIT. .. THIS FILE WAS AUTOMATICALLY GENERATED BY SPHINX-GALLERY. .. TO MAKE CHANGES, EDIT THE SOURCE PYTHON FILE: .. "_gallery/feature_demo/custom_object3.py" .. LINE NUMBERS ARE GIVEN BELOW. .. only:: html .. note:: :class: sphx-glr-download-link-note :ref:`Go to the end ` to download the full example code. .. rst-class:: sphx-glr-example-title .. _sphx_glr__gallery_feature_demo_custom_object3.py: Custom Object ============= Example that implements a custom object and renders it. This example draws multiple triangles. This is more or a full-fledged object. It demonstrates: * How you can define a new WorldObject and Material. * How to define a shader for it. * The use of uniforms for material properties. * The implementation of the camera transforms in the shader. * How geometry (vertex data) can be used in the shader. * Shader templating. .. GENERATED FROM PYTHON SOURCE LINES 19-159 .. image-sg:: /_gallery/feature_demo/images/sphx_glr_custom_object3_001.webp :alt: custom object3 :srcset: /_gallery/feature_demo/images/sphx_glr_custom_object3_001.webp :class: sphx-glr-single-img .. code-block:: Python import numpy as np import wgpu from rendercanvas.auto import RenderCanvas, loop import pygfx as gfx from pygfx.renderers.wgpu import ( Binding, BaseShader, register_wgpu_render_function, ) # Custom object, material, and matching render function class Triangle(gfx.WorldObject): pass class TriangleMaterial(gfx.Material): uniform_type = dict( gfx.Material.uniform_type, color="4xf4", ) def __init__(self, *, color="white", **kwargs): super().__init__(**kwargs) self.color = color @property def color(self): """The uniform color of the triangle.""" return gfx.Color(self.uniform_buffer.data["color"]) @color.setter def color(self, color): color = gfx.Color(color) self.uniform_buffer.data["color"] = color self.uniform_buffer.update_full() @register_wgpu_render_function(Triangle, TriangleMaterial) class TriangleShader(BaseShader): type = "render" def get_bindings(self, wobject, shared, scene): geometry = wobject.geometry # This is how we set templating variables (dict-like access on the shader). # Look for "{{scale}}" in the WGSL code below. self["scale"] = 0.2 # Three uniforms and one storage buffer with positions bindings = { 0: Binding("u_stdinfo", "buffer/uniform", shared.uniform_buffer), 1: Binding("u_wobject", "buffer/uniform", wobject.uniform_buffer), 2: Binding("u_material", "buffer/uniform", wobject.material.uniform_buffer), 3: Binding( "s_positions", "buffer/read_only_storage", geometry.positions, "VERTEX" ), } self.define_bindings(0, bindings) return { 0: bindings, } def get_pipeline_info(self, wobject, shared): # We draw triangles, no culling return { "primitive_topology": wgpu.PrimitiveTopology.triangle_list, "cull_mode": wgpu.CullMode.none, } def get_render_info(self, wobject, shared): # Determine number of vertices n = 3 * wobject.geometry.positions.nitems return { "indices": (n, 1), } def get_code(self): return """ {$ include 'pygfx.std.wgsl' $} @vertex fn vs_main(@builtin(vertex_index) index: u32) -> Varyings { let vertex_index = i32(index) / 3; let sub_index = i32(index) % 3; // Transform object positition into NDC coords let model_pos = load_s_positions(vertex_index); // vec3 let world_pos = u_wobject.world_transform * vec4(model_pos, 1.0); let ndc_pos = u_stdinfo.projection_transform * u_stdinfo.cam_transform * world_pos; // List of relative positions, in logical pixels var positions = array, 3>( vec2(0.0, -20.0), vec2(-17.0, 15.0), vec2(17.0, 15.0) ); // Get position for *this* corner let screen_factor = u_stdinfo.logical_size.xy / 2.0; let screen_pos_ndc = ndc_pos.xy + {{scale}} * positions[sub_index] / screen_factor; // Set the output var varyings: Varyings; varyings.position = vec4(screen_pos_ndc, ndc_pos.zw); return varyings; } @fragment fn fs_main(varyings: Varyings) -> FragmentOutput { var out: FragmentOutput; let a = u_material.color.a * u_material.opacity; out.color = vec4(u_material.color.rgb, a); return out; } """ # Setup scene renderer = gfx.WgpuRenderer(RenderCanvas()) camera = gfx.OrthographicCamera(10, 10) t = Triangle( gfx.Geometry(positions=np.random.uniform(-4, 4, size=(20, 3)).astype(np.float32)), TriangleMaterial(color="yellow"), ) t.local.x = 2 # set offset to demonstrate that it works scene = gfx.Scene() scene.add(t) if __name__ == "__main__": renderer.request_draw(lambda: renderer.render(scene, camera)) loop.run() .. rst-class:: sphx-glr-timing **Total running time of the script:** (0 minutes 0.170 seconds) .. _sphx_glr_download__gallery_feature_demo_custom_object3.py: .. only:: html .. container:: sphx-glr-footer sphx-glr-footer-example .. container:: sphx-glr-download sphx-glr-download-jupyter :download:`Download Jupyter notebook: custom_object3.ipynb ` .. container:: sphx-glr-download sphx-glr-download-python :download:`Download Python source code: custom_object3.py ` .. container:: sphx-glr-download sphx-glr-download-zip :download:`Download zipped: custom_object3.zip ` .. only:: html .. rst-class:: sphx-glr-signature `Gallery generated by Sphinx-Gallery `_ .. only:: html Interactive example ------------------- Try this example in your browser using Pyodide. Might not work with all examples and all devices. Check the output and your browser's console for details. .. raw:: html