Note
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Instancing
Example rendering the same mesh object multiple times, using instancing.
import numpy as np
import imageio.v3 as iio
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
import pylinalg as la
canvas = WgpuCanvas()
renderer = gfx.renderers.WgpuRenderer(canvas)
scene = gfx.Scene()
im = iio.imread("imageio:bricks.jpg").astype(np.float32) / 255
tex = gfx.Texture(im, dim=2)
geometry = gfx.torus_knot_geometry(1, 0.3, 128, 32)
geometry.texcoords.data[:, 0] *= 10 # stretch the texture
material = gfx.MeshPhongMaterial(map=tex)
obj = gfx.InstancedMesh(geometry, material, 100)
scene.add(obj)
# Set matrices. Note that these are sub-transforms of the mesh's own matrix.
for y in range(10):
for x in range(10):
m = la.mat_from_translation((y * 2, x * 2, 0))
obj.set_matrix_at(x + y * 10, m)
camera = gfx.PerspectiveCamera(70, 1)
camera.local.position = (9, 9, 15)
scene.add(gfx.AmbientLight())
scene.add(camera.add(gfx.DirectionalLight()))
def animate():
rot = la.quat_from_euler((0.0071, 0.01), order="XY")
obj.local.rotation = la.quat_mul(rot, obj.local.rotation)
renderer.render(scene, camera)
canvas.request_draw()
if __name__ == "__main__":
canvas.request_draw(animate)
run()
Total running time of the script: (0 minutes 1.466 seconds)