.. note:: :class: sphx-glr-download-link-note Click :ref:`here ` to download the full example code .. rst-class:: sphx-glr-example-title .. _sphx_glr_auto_tutorials_04_shaders_viz_shader.py: ============= Varying Color ============= This example shows how to use shaders to generate a shaded output. We will demonstrate how to load polydata then use a custom shader calls to render a custom shaded model. First, a bunch of imports. .. code-block:: default from fury import window, ui, io, utils from fury.shaders import shader_to_actor, add_shader_callback Let's download and load the model .. code-block:: default from fury.data.fetcher import fetch_viz_models, read_viz_models fetch_viz_models() model = read_viz_models('utah.obj') .. rst-class:: sphx-glr-script-out Out: .. code-block:: none Dataset is already in place. If you want to fetch it again please first remove the folder /Users/koudoro/.fury/models Let's start by loading the polydata of choice. For this example we use the standard utah teapot model. currently supported formats include OBJ, VKT, FIB, PLY, STL and XML .. code-block:: default utah = io.load_polydata(model) utah = utils.get_polymapper_from_polydata(utah) utah = utils.get_actor_from_polymapper(utah) mapper = utah.GetMapper() To change the default shader we add a shader replacement. Specify vertex shader using vtkShader.Vertex Specify fragment shader using vtkShader.Fragment .. code-block:: default vertex_shader_code_decl = \ """ out vec4 myVertexVC; """ vertex_shader_code_impl = \ """ myVertexVC = vertexMC; """ fragment_shader_code_decl = \ """ uniform float time; out vec4 myVertexVC; """ fragment_shader_code_impl = \ """ vec2 iResolution = vec2(1024,720); vec2 uv = myVertexVC.xy/iResolution; vec3 col = 0.5 + 0.5 * cos((time/30) + uv.xyx + vec3(0, 2, 4)); fragOutput0 = vec4(col, 1.0); """ shader_to_actor(utah, "vertex", impl_code=vertex_shader_code_impl, decl_code=vertex_shader_code_decl) shader_to_actor(utah, "fragment", decl_code=fragment_shader_code_decl) shader_to_actor(utah, "fragment", impl_code=fragment_shader_code_impl, block="light") Let's create a scene. .. code-block:: default scene = window.Scene() global timer timer = 0 The timer will call this user defined callback every 30 milliseconds. .. code-block:: default def timer_callback(obj, event): global timer timer += 1.0 showm.render() scene.azimuth(5) The shader callback will update the color of our utah pot via the update of the timer variable. .. code-block:: default def shader_callback(_caller, _event, calldata=None): program = calldata global timer if program is not None: try: program.SetUniformf("time", timer) except ValueError: pass add_shader_callback(utah, shader_callback) Let's add a textblock to the scene with a custom message .. code-block:: default tb = ui.TextBlock2D() tb.message = "Hello Shaders" Change the property of the actor .. code-block:: default utah.GetProperty().SetOpacity(0.5) Show Manager Now that all the elements have been initialised, we add them to the show manager. .. code-block:: default current_size = (1024, 720) showm = window.ShowManager(scene, size=current_size, reset_camera=False) showm.initialize() showm.add_timer_callback(True, 30, timer_callback) scene.add(utah) scene.add(tb) interactive = False if interactive: showm.start() window.record(showm.scene, size=current_size, out_path="viz_shader.png") .. image:: /auto_tutorials/04_shaders/images/sphx_glr_viz_shader_001.png :class: sphx-glr-single-img .. rst-class:: sphx-glr-timing **Total running time of the script:** ( 0 minutes 0.177 seconds) .. _sphx_glr_download_auto_tutorials_04_shaders_viz_shader.py: .. only :: html .. container:: sphx-glr-footer :class: sphx-glr-footer-example .. container:: sphx-glr-download :download:`Download Python source code: viz_shader.py ` .. container:: sphx-glr-download :download:`Download Jupyter notebook: viz_shader.ipynb ` .. only:: html .. rst-class:: sphx-glr-signature `Gallery generated by Sphinx-Gallery `_