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Toon Rendering 2
This example shows the toon rendering affect of materials with different colors and gradient maps.

import math
from time import perf_counter
import numpy as np
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
# Init
canvas = WgpuCanvas(size=(640, 480), title="gfx_toon")
renderer = gfx.renderers.WgpuRenderer(canvas)
scene = gfx.Scene()
# Lights
scene.add(gfx.AmbientLight("#c1c1c1", 3))
point_light = gfx.PointLight("#fff", 2, distance=800, decay=0)
scene.add(point_light)
point_light.add(gfx.PointLightHelper(4))
background = gfx.Background.from_color("#444488")
scene.add(background)
# Now create spheres ...
cube_width = 400
numbers_per_side = 5
sphere_radius = (cube_width / numbers_per_side) * 0.8 * 0.5
step_size = 1.0 / numbers_per_side
geometry = gfx.sphere_geometry(sphere_radius, 32, 16)
index = 0
alpha = 0.0
alpha_index = 0
while alpha <= 1.0:
colors = np.arange(alpha_index + 2) / (alpha_index + 1) * 255
gradient_map_data = np.array(colors, dtype=np.uint8).reshape(1, -1, 1) # H,W,C
gradient_map = gfx.Texture(gradient_map_data, dim=2)
beta = 0.0
while beta <= 1.0:
gamma = 0.0
while gamma <= 1.0:
diffuse_color = gfx.Color.from_physical(
*gfx.Color.from_hsl(alpha, 0.5, gamma * 0.5 + 0.1)
)
diffuse_color = diffuse_color * (1.0 - beta * 0.2)
material = gfx.MeshToonMaterial(
color=diffuse_color,
gradient_map=gradient_map,
)
mesh = gfx.Mesh(geometry, material)
mesh.local.position = (
alpha * 400 - 200,
beta * 400 - 200,
gamma * 400 - 200,
)
scene.add(mesh)
index += 1
gamma += step_size
beta += step_size
alpha += step_size
alpha_index += 1
def add_label(text, pos):
text = gfx.Text(
gfx.TextGeometry(
text=text,
font_size=20,
text_align="center",
anchor="middle-center",
),
gfx.TextMaterial(outline_color="#000", outline_thickness=0.5),
)
text.local.position = pos
scene.add(text)
add_label("-gradientMap", (-350, 0, 0))
add_label("+gradientMap", (350, 0, 0))
add_label("+diffuse", (0, 0, 300))
add_label("-diffuse", (0, 0, -300))
# Create camera and controls
camera = gfx.PerspectiveCamera(45, 640 / 480)
camera.show_object(scene, view_dir=(-2, -1.5, -3), scale=1)
controller = gfx.OrbitController(camera, register_events=renderer)
t0 = perf_counter()
def animate():
t = perf_counter() - t0
t = t * 0.25
point_light.local.position = (
math.sin(t * 7) * 300,
math.cos(t * 5) * 400,
math.cos(t * 3) * 300,
)
renderer.render(scene, camera)
renderer.request_draw()
if __name__ == "__main__":
renderer.request_draw(animate)
run()
Total running time of the script: (0 minutes 28.533 seconds)