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Simple Custom Object¶
Example that implements a simple custom object and renders it.
This example draws a triangle at the appropriate position; the object’s transform and camera are taken into account. It also uses the material to set the color. But no geometry is used.
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.
import wgpu
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
from pygfx.renderers.wgpu import (
Binding,
WorldObjectShader,
RenderMask,
register_wgpu_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):
self.uniform_buffer.data["color"] = gfx.Color(color)
self.uniform_buffer.update_range(0, 99999)
@register_wgpu_render_function(Triangle, TriangleMaterial)
class TriangleShader(WorldObjectShader):
type = "render"
def get_bindings(self, wobject, shared):
# We now use three uniform buffers
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),
}
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):
# Since we draw only one triangle we need just 3 vertices.
return {
"indices": (3, 1),
"render_mask": RenderMask.all, # Good default
}
def get_code(self):
return (
self.code_definitions()
+ self.code_common()
+ self.code_vertex()
+ self.code_fragment()
)
def code_vertex(self):
return """
@vertex
fn vs_main(@builtin(vertex_index) index: u32) -> Varyings {
// Transform object positition into NDC coords
let model_pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
let world_pos = u_wobject.world_transform * model_pos;
let ndc_pos = u_stdinfo.projection_transform * u_stdinfo.cam_transform * world_pos;
// List of relative positions, in logical pixels
var positions = array<vec2<f32>, 3>(
vec2<f32>(0.0, -20.0), vec2<f32>(-17.0, 15.0), vec2<f32>(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 + positions[index] / screen_factor;
// Set the output
var varyings: Varyings;
varyings.position = vec4<f32>(screen_pos_ndc, ndc_pos.zw);
return varyings;
}
"""
def code_fragment(self):
return """
@fragment
fn fs_main(varyings: Varyings) -> FragmentOutput {
var out: FragmentOutput;
let a = u_material.color.a * u_material.opacity;
out.color = vec4<f32>(u_material.color.rgb, a);
return out;
}
"""
renderer = gfx.WgpuRenderer(WgpuCanvas())
camera = gfx.OrthographicCamera(10, 10)
t = Triangle(None, TriangleMaterial(color="cyan"))
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))
run()

Total running time of the script: (0 minutes 0.285 seconds)