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#!/usr/bin/env python |
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"""Draw a cube on the screen. every frame we orbit |
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the camera around by a small amount and it appears |
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the object is spinning. note i've setup some simple |
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data structures here to represent a multicolored cube, |
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we then go through a semi-unopimized loop to draw |
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the cube points onto the screen. opengl does all the |
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hard work for us. :] |
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""" |
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import time |
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import pygame |
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from pygame.locals import * |
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try: |
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from OpenGL.GL import * |
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from OpenGL.GLU import * |
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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 |
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#here we have the 3D point position and color |
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#for each corner. then we have a list of indices |
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#that describe each face, and a list of indieces |
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#that describes each edge |
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CUBE_POINTS = ( |
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(0.5, –0.5, –0.5), (0.5, 0.5, –0.5), |
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(–0.5, 0.5, –0.5), (–0.5, –0.5, –0.5), |
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(0.5, –0.5, 0.5), (0.5, 0.5, 0.5), |
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(–0.5, –0.5, 0.5), (–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), (1, 1, 0), (0, 1, 0), (0, 0, 0), |
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(1, 0, 1), (1, 1, 1), (0, 0, 1), (0, 1, 1) |
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) |
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CUBE_QUAD_VERTS = ( |
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(0, 1, 2, 3), (3, 2, 7, 6), (6, 7, 5, 4), |
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(4, 5, 1, 0), (1, 5, 7, 2), (4, 0, 3, 6) |
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) |
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CUBE_EDGES = ( |
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(0,1), (0,3), (0,4), (2,1), (2,3), (2,7), |
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(6,3), (6,4), (6,7), (5,1), (5,4), (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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glBegin(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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glColor3fv(color) |
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glVertex3fv(pos) |
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glEnd() |
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glColor3f(1.0, 1.0, 1.0) |
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glBegin(GL_LINES) |
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""" |
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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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glVertex3fv(pos) |
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""" |
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for x in range(–50,50): |
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glColor3f(x*.03%1.0, x*.04%1.0, x*.05%1.0) |
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glVertex3fv((x, 0, –100)) |
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glVertex3fv((x, 0, 100)) |
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glVertex3fv((–100, 0, x)) |
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glVertex3fv((100, 0, x)) |
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glEnd() |
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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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pygame.init() |
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pygame.display.set_mode((1024,768), OPENGL|DOUBLEBUF) |
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glEnable(GL_DEPTH_TEST) #use our zbuffer |
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#setup the camera |
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glMatrixMode(GL_PROJECTION) |
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gluPerspective(45.0,1024/768.0,0.1,100.0) #setup lens |
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glTranslatef(0.0, 0.0, –20.0) #move back |
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glRotatef(60, 1, 0, 0) #orbit higher |
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nt = int(time.time() * 1000) |
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for i in range(2**63): |
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nt += 20 |
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glTranslatef(0.0, 0.0, –.1) |
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#check for quit'n events |
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event = pygame.event.poll() |
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if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): |
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break |
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#clear screen and move camera |
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) |
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#orbit camera around by 1 degree |
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glRotatef(1, 0, 1, 0) |
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drawcube() |
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pygame.display.flip() |
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ct = int(time.time() * 1000) |
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pygame.time.wait(max(1,nt – ct)) |
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if i % 50 == 0: |
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print(nt–ct) |
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if __name__ == '__main__': main() |