.. DO NOT EDIT. .. THIS FILE WAS AUTOMATICALLY GENERATED BY SPHINX-GALLERY. .. TO MAKE CHANGES, EDIT THE SOURCE PYTHON FILE: .. "gallery/gloo/lighted_cube.py" .. LINE NUMBERS ARE GIVEN BELOW. .. only:: html .. note:: :class: sphx-glr-download-link-note :ref:`Go to the end ` to download the full example code .. rst-class:: sphx-glr-example-title .. _sphx_glr_gallery_gloo_lighted_cube.py: Show a rotating cube with lighting ================================== .. GENERATED FROM PYTHON SOURCE LINES 13-162 .. code-block:: Python import numpy as np from vispy import gloo, app from vispy.gloo import Program, VertexBuffer, IndexBuffer from vispy.util.transforms import perspective, translate, rotate from vispy.geometry import create_cube vertex = """ uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_projection; uniform vec4 u_color; attribute vec3 position; attribute vec2 texcoord; attribute vec3 normal; attribute vec4 color; varying vec3 v_position; varying vec3 v_normal; varying vec4 v_color; void main() { v_normal = normal; v_position = position; v_color = color * u_color; gl_Position = u_projection * u_view * u_model * vec4(position,1.0); } """ fragment = """ uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_normal; uniform vec3 u_light_intensity; uniform vec3 u_light_position; varying vec3 v_position; varying vec3 v_normal; varying vec4 v_color; void main() { // Calculate normal in world coordinates vec3 normal = normalize(u_normal * vec4(v_normal,1.0)).xyz; // Calculate the location of this fragment (pixel) in world coordinates vec3 position = vec3(u_view*u_model * vec4(v_position, 1)); // Calculate the vector from this pixels surface to the light source vec3 surfaceToLight = u_light_position - position; // Calculate the cosine of the angle of incidence (brightness) float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal)); brightness = max(min(brightness,1.0),0.0); // Calculate final color of the pixel, based on: // 1. The angle of incidence: brightness // 2. The color/intensities of the light: light.intensities // 3. The texture and texture coord: texture(tex, fragTexCoord) gl_FragColor = v_color * brightness * vec4(u_light_intensity, 1); } """ class Canvas(app.Canvas): def __init__(self): app.Canvas.__init__(self, size=(512, 512), title='Lighted cube', keys='interactive') self.timer = app.Timer('auto', self.on_timer) # Build cube data V, F, outline = create_cube() vertices = VertexBuffer(V) self.faces = IndexBuffer(F) self.outline = IndexBuffer(outline) # Build view, model, projection & normal # -------------------------------------- self.view = translate((0, 0, -5)) model = np.eye(4, dtype=np.float32) normal = np.array(np.matrix(np.dot(self.view, model)).I.T) # Build program # -------------------------------------- self.program = Program(vertex, fragment) self.program.bind(vertices) self.program["u_light_position"] = 2, 2, 2 self.program["u_light_intensity"] = 1, 1, 1 self.program["u_model"] = model self.program["u_view"] = self.view self.program["u_normal"] = normal self.phi, self.theta = 0, 0 self.activate_zoom() # OpenGL initialization # -------------------------------------- gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00), depth_test=True, polygon_offset=(1, 1), blend_func=('src_alpha', 'one_minus_src_alpha'), line_width=0.75) self.timer.start() self.show() def on_draw(self, event): gloo.clear(color=True, depth=True) # program.draw(gl.GL_TRIANGLES, indices) # Filled cube gloo.set_state(blend=False, depth_test=True, polygon_offset_fill=True) self.program['u_color'] = 1, 1, 1, 1 self.program.draw('triangles', self.faces) # Outlined cube gloo.set_state(polygon_offset_fill=False, blend=True, depth_mask=False) self.program['u_color'] = 0, 0, 0, 1 self.program.draw('lines', self.outline) gloo.set_state(depth_mask=True) def on_resize(self, event): self.activate_zoom() def activate_zoom(self): gloo.set_viewport(0, 0, *self.physical_size) projection = perspective(45.0, self.size[0] / float(self.size[1]), 2.0, 10.0) self.program['u_projection'] = projection def on_timer(self, event): self.theta += .5 self.phi += .5 model = np.dot(rotate(self.theta, (0, 0, 1)), rotate(self.phi, (0, 1, 0))) normal = np.linalg.inv(np.dot(self.view, model)).T self.program['u_model'] = model self.program['u_normal'] = normal self.update() if __name__ == '__main__': c = Canvas() app.run() .. rst-class:: sphx-glr-timing **Total running time of the script:** (0 minutes 0.246 seconds) .. _sphx_glr_download_gallery_gloo_lighted_cube.py: .. only:: html .. container:: sphx-glr-footer sphx-glr-footer-example .. container:: sphx-glr-download sphx-glr-download-jupyter :download:`Download Jupyter notebook: lighted_cube.ipynb ` .. container:: sphx-glr-download sphx-glr-download-python :download:`Download Python source code: lighted_cube.py ` .. only:: html .. rst-class:: sphx-glr-signature `Gallery generated by Sphinx-Gallery `_