#!/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()