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- #!/usr/bin/env python
- """Draw a cube on the screen. every frame we orbit
- the camera around by a small amount and it appears
- the object is spinning. note i've setup some simple
- data structures here to represent a multicolored cube,
- we then go through a semi-unoptimized loop to draw
- the cube points onto the screen. opengl does all the
- hard work for us. :]
- """
- import pygame
- from pygame.locals import *
- try:
- from OpenGL.GL import *
- from OpenGL.GLU import *
- except ImportError:
- print ('The GLCUBE example requires PyOpenGL')
- raise SystemExit
- #some simple data for a colored cube
- #here we have the 3D point position and color
- #for each corner. then we have a list of indices
- #that describe each face, and a list of indieces
- #that describes each edge
- CUBE_POINTS = (
- (0.5, -0.5, -0.5), (0.5, 0.5, -0.5),
- (-0.5, 0.5, -0.5), (-0.5, -0.5, -0.5),
- (0.5, -0.5, 0.5), (0.5, 0.5, 0.5),
- (-0.5, -0.5, 0.5), (-0.5, 0.5, 0.5)
- )
- #colors are 0-1 floating values
- CUBE_COLORS = (
- (1, 0, 0), (1, 1, 0), (0, 1, 0), (0, 0, 0),
- (1, 0, 1), (1, 1, 1), (0, 0, 1), (0, 1, 1)
- )
- CUBE_QUAD_VERTS = (
- (0, 1, 2, 3), (3, 2, 7, 6), (6, 7, 5, 4),
- (4, 5, 1, 0), (1, 5, 7, 2), (4, 0, 3, 6)
- )
- CUBE_EDGES = (
- (0,1), (0,3), (0,4), (2,1), (2,3), (2,7),
- (6,3), (6,4), (6,7), (5,1), (5,4), (5,7),
- )
- def drawcube():
- "draw the cube"
- allpoints = list(zip(CUBE_POINTS, CUBE_COLORS))
- glBegin(GL_QUADS)
- for face in CUBE_QUAD_VERTS:
- for vert in face:
- pos, color = allpoints[vert]
- glColor3fv(color)
- glVertex3fv(pos)
- glEnd()
- glColor3f(1.0, 1.0, 1.0)
- glBegin(GL_LINES)
- for line in CUBE_EDGES:
- for vert in line:
- pos, color = allpoints[vert]
- glVertex3fv(pos)
- glEnd()
- def init_gl_stuff():
- glEnable(GL_DEPTH_TEST) #use our zbuffer
- #setup the camera
- glMatrixMode(GL_PROJECTION)
- glLoadIdentity()
- gluPerspective(45.0,640/480.0,0.1,100.0) #setup lens
- glTranslatef(0.0, 0.0, -3.0) #move back
- glRotatef(25, 1, 0, 0) #orbit higher
- def main():
- "run the demo"
- #initialize pygame and setup an opengl display
- pygame.init()
- fullscreen = True
- pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF|FULLSCREEN)
- init_gl_stuff()
- going = True
- while going:
- #check for quit'n events
- events = pygame.event.get()
- for event in events:
- if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
- going = False
- elif event.type == KEYDOWN:
- if event.key == pygame.K_f:
- if not fullscreen:
- print("Changing to FULLSCREEN")
- pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF | FULLSCREEN)
- else:
- print("Changing to windowed mode")
- pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF)
- fullscreen = not fullscreen
- init_gl_stuff()
- #clear screen and move camera
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
- #orbit camera around by 1 degree
- glRotatef(1, 0, 1, 0)
- drawcube()
- pygame.display.flip()
- pygame.time.wait(10)
- if __name__ == '__main__': main()
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