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forked from s444420/AL-2020
AL-2020/venv/Lib/site-packages/pygame/examples/glcube.py

130 lines
3.3 KiB
Python

#!/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()