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- #!/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-unopimized loop to draw
- the cube points onto the screen. opengl does all the
- hard work for us. :]
- """
- import time
- 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)
- """
- for x in range(-50,50):
- glColor3f(x*.03%1.0, x*.04%1.0, x*.05%1.0)
- glVertex3fv((x, 0, -100))
- glVertex3fv((x, 0, 100))
- glVertex3fv((-100, 0, x))
- glVertex3fv((100, 0, x))
- glEnd()
- def main():
- "run the demo"
- #initialize pygame and setup an opengl display
- pygame.init()
- pygame.display.set_mode((1024,768), OPENGL|DOUBLEBUF)
- glEnable(GL_DEPTH_TEST) #use our zbuffer
- #setup the camera
- glMatrixMode(GL_PROJECTION)
- gluPerspective(45.0,1024/768.0,0.1,100.0) #setup lens
- glTranslatef(0.0, 0.0, -20.0) #move back
- glRotatef(60, 1, 0, 0) #orbit higher
- nt = int(time.time() * 1000)
- for i in range(2**63):
- nt += 20
- glTranslatef(0.0, 0.0, -.1)
- #check for quit'n events
- event = pygame.event.poll()
- if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
- break
- #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()
- ct = int(time.time() * 1000)
- pygame.time.wait(max(1,nt - ct))
- if i % 50 == 0:
- print(nt-ct)
- if __name__ == '__main__': main()
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