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