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- import pygame
- from pygame.locals import *
- from OpenGL.GL import *
- from OpenGL.GLU import *
- verticies = (
- (1, -1, -1),
- (1, 1, -1),
- (-1, 1, -1),
- (-1, -1, -1),
- (1, -1, 1),
- (1, 1, 1),
- (-1, -1, 1),
- (-1, 1, 1),
- )
- 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),
- )
- surfaces = (
- (0,1,2,3),
- (3,2,7,6),
- (6,7,5,4),
- (4,5,1,0),
- (1,5,7,2),
- (4,0,3,6)
- )
- def Draw_Cube():
- glBegin(GL_QUADS)
- for surface in surfaces:
- for vertex in surface:
- glColor3fv((0,1,1))
- glVertex3fv(verticies[vertex])
- glEnd()
- glBegin(GL_LINES)
- for edge in edges:
- for vertex in edge:
- glColor3fv((0,0,0))
- glVertex3fv(verticies[vertex])
- glEnd()
- def main():
- pygame.init()
- display = (800,600)
- pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
- #
- gluPerspective(90.0, (display[0]/display[1]), 0.1, 50)
- # moving back.
- glTranslatef(0.0,0.0,-5.0)
- # where we might be
- glRotatef(20, 2, 0, 0)
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- quit()
- if event.type == pygame.MOUSEBUTTONDOWN:
- print(event)
- print(event.button)
- if event.button == 4:
- glTranslatef(0.0,0.0,1.0)
- elif event.button == 5:
- glTranslatef(0.0,0.0,-1.0)
- glRotatef(1, 3, 1, 1)
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
- Draw_Cube()
- pygame.display.flip()
- pygame.time.wait(10)
- main()
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