Directional Shadow 2ΒΆ

This example demonstrates the effects of directional light shadows (from DirectionalLight) and omnidirectional shadows (from PointLight).

light shadow
import time
import math
import pylinalg as la

from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
import numpy as np


renderer = gfx.renderers.WgpuRenderer(WgpuCanvas())
scene = gfx.Scene()

cube = gfx.Mesh(
    gfx.box_geometry(20, 20, 20),
    gfx.MeshPhongMaterial(),
)
cube.local.rotation = la.quat_from_euler((math.pi / 6, math.pi / 6), order="XY")
cube.cast_shadow = True
scene.add(cube)

cube2 = gfx.Mesh(
    gfx.box_geometry(50, 50, 50),
    gfx.MeshPhongMaterial(),
)
cube2.local.rotation = la.quat_from_euler((math.pi / 4, math.pi / 4), order="XY")
cube2.local.position = (0, -150, 0)
cube2.cast_shadow = True
cube2.receive_shadow = True
scene.add(cube2)

cube3 = gfx.Mesh(
    gfx.box_geometry(100, 100, 100),
    gfx.MeshPhongMaterial(),
)

cube3.local.position = (0, -250, 0)
cube3.cast_shadow = True
cube3.receive_shadow = True
scene.add(cube3)

t = np.linspace(0, 10, 100).astype(np.float32)
xyz = 20 * np.sin(2 * t), 20 * np.sin(3 * t) + 50, 20 * np.sin(t)
line1 = gfx.Line(
    gfx.Geometry(positions=np.column_stack(xyz)),
    gfx.LineMaterial(color="#088", thickness=5),
)
line1.cast_shadow = True
scene.add(line1)

box = gfx.Mesh(
    gfx.box_geometry(600, 600, 600),
    gfx.MeshPhongMaterial(color="#808080", side="Back"),
)

box.local.rotation = la.quat_from_euler((-math.pi / 2), order="XY")
box.local.position = (0, 0, 0)
box.receive_shadow = True
box.cast_shadow = False
scene.add(box)

ambient = gfx.AmbientLight()

scene.add(ambient)

light = gfx.PointLight("#4040ff", 500000, decay=2)
light.local.x = 15
light.local.y = 20

light.cast_shadow = True
scene.add(light.add(gfx.PointLightHelper(5)))

light2 = gfx.DirectionalLight("#aaaaaa")
light2.local.position = (-150, 100, 100)
light2.cast_shadow = True

scene.add(light2.add(gfx.DirectionalLightHelper(100)))

camera = gfx.PerspectiveCamera(70, 16 / 9)
camera.local.position = (100, 100, 350)
camera.show_pos((0, 0, 0))

controller = gfx.OrbitController(camera, register_events=renderer)


def animate():
    t = time.time() * 0.5
    scale = 150

    light.local.position = (
        math.cos(t) * math.cos(3 * t) * scale,
        math.cos(3 * t) * math.sin(t) * scale / 2,
        math.sin(3 * t) * scale,
    )

    renderer.render(scene, camera)
    renderer.request_draw()


if __name__ == "__main__":
    renderer.request_draw(animate)
    run()

Total running time of the script: (0 minutes 1.140 seconds)

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