WindMessAnlage/Display/.venv/lib/python3.7/site-packages/pygame/examples/glcube.py

169 lines
3.6 KiB
Python

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