Note
Go to the end to download the full example code.
Earth
This example demonstrates the effect of rendering a globe using MeshPhongMaterial.
Note
To run this example, you need a model from the source repo’s example folder. If you are running this example from a local copy of the code (dev install) no further actions are needed. Otherwise, you may have to replace the path below to point to the location of the model.
import os
from pathlib import Path
try:
# modify this line if your model is located elsewhere
model_dir = Path(__file__).parents[1] / "data"
except NameError:
# compatibility with sphinx-gallery
model_dir = Path(os.getcwd()).parent / "data"
Once the path is set correctly, you can use the model as follows:
import imageio.v3 as iio
import numpy as np
import pylinalg as la
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
# Init
canvas = WgpuCanvas(size=(640, 480), max_fps=60, title="Earth")
renderer = gfx.renderers.WgpuRenderer(canvas)
scene = gfx.Scene()
earth_geometry = gfx.sphere_geometry(63.71, 100, 50)
def load_texture(path, flip=False):
img = iio.imread(path)
if flip:
img = np.ascontiguousarray(np.flipud(img))
tex = gfx.Texture(img, dim=2)
return tex
# Earth
earth_material = gfx.MeshPhongMaterial(shininess=10)
earth_material.map = load_texture(
model_dir / "planets" / "earth_atmos_4096.jpg", flip=True
)
earth_material.specular_map = load_texture(
model_dir / "planets" / "earth_specular_2048.jpg", flip=True
)
earth_material.emissive = "#888866"
earth_material.emissive_map = load_texture(
model_dir / "planets" / "earth_lights_2048.png", flip=True
)
earth_material.emissive_intensity = 3.0
# # Uncomment to use light map (instead of emissive map)
# earth_material.light_map = load_texture(
# model_dir / "planets" / "earth_lights_2048.png", flip=True
# )
# earth_geometry.texcoords1 = earth_geometry.texcoords
# earth_material.light_map_intensity = 3.0
earth_material.normal_map = load_texture(
model_dir / "planets" / "earth_normal_2048.jpg", flip=True
)
earth_material.normal_scale = 0.85, -0.85
earth = gfx.Mesh(earth_geometry, earth_material)
earth.local.rotation = la.quat_from_euler((0, -1.0, 0), order="XYZ")
scene.add(earth)
# Clouds
clouds_material = gfx.MeshPhongMaterial()
clouds_map_tex = load_texture(
model_dir / "planets" / "earth_clouds_1024.png", flip=True
)
clouds_material.map = clouds_map_tex
clouds_material.opacity = 0.8
clouds_material.side = "Front"
earth_clouds = gfx.Mesh(earth_geometry, clouds_material)
earth_clouds.local.scale = 1.005, 1.005, 1.005 # Slightly larger than earth
earth_clouds.local.rotation = la.quat_from_euler((0, 0.0, 0.41), order="XYZ")
scene.add(earth_clouds)
# Create camera and controller
camera = gfx.PerspectiveCamera(45, 640 / 480, depth_range=(1, 10000))
camera.show_object(scene, scale=0.8)
controller = gfx.OrbitController(camera, register_events=renderer)
# Add lights
sun_light = gfx.DirectionalLight()
sun_light.local.position = 3, 0, 1
scene.add(sun_light)
scene.add(gfx.AmbientLight(intensity=0.01))
rot = la.quat_from_euler((0, 0.001, 0), order="XYZ")
rot_cloud = la.quat_from_euler((0, 0.00125, 0), order="XYZ")
def animate():
earth.local.rotation = la.quat_mul(rot, earth.local.rotation)
earth_clouds.local.rotation = la.quat_mul(rot_cloud, earth_clouds.local.rotation)
renderer.render(scene, camera)
renderer.request_draw()
if __name__ == "__main__":
renderer.request_draw(animate)
run()

Total running time of the script: (0 minutes 0.750 seconds)