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Fullscreen Postprocessing 2¶
Example showing post-processing effects by modifying the flusher object.
This example is a placeholder for how post-processing could work if we’d provide an API for it.
Note: this example makes heavy use of private variables and makes assumptions about how the RenderFlusher works that may not hold in the future.
# run_example = false
import numpy as np
import imageio.v3 as iio
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
raise RuntimeError("Post-processing needs to be redesigned")
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).get_view(filter="linear", address_mode="repeat")
geometry = gfx.box_geometry(200, 200, 200)
geometry.texcoords.data[:] *= 2 # smaller bricks
material = gfx.MeshPhongMaterial(map=tex, color=(1, 0, 0, 0.2))
cube = gfx.Mesh(geometry, material)
scene.add(cube)
camera = gfx.PerspectiveCamera(70, 16 / 9)
camera.position.z = 400
class MyRenderFlusher(gfx.renderers.wgpu._renderutils.RenderFlusher):
uniform_type = dict(
size="2xf4",
sigma="f4",
support="i4",
amplitude="f4",
)
def __init__(self, device):
super().__init__(device)
self._shader[
"tex_coord_map"
] = """
let a = u_render.amplitude;
tex_coord.x = tex_coord.x + sin(tex_coord.y * 20.0) * a;
"""
self._uniform_data["amplitude"] = 0.02
renderer._flusher = MyRenderFlusher(renderer.device)
def animate():
rot = gfx.linalg.Quaternion().set_from_euler(gfx.linalg.Euler(0.005, 0.01))
cube.rotation.multiply(rot)
renderer.render(scene, camera)
canvas.request_draw()
if __name__ == "__main__":
canvas.request_draw(animate)
run()
Total running time of the script: (0 minutes 0.000 seconds)