1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241
|
#!
# This is statement is required by the build system to query build info
if __name__ == '__build__':
raise Exception
import string
__version__ = string.split('$Revision: 1.8 $')[1]
__date__ = string.join(string.split('$Date: 2002/12/31 04:13:56 $')[1:3], ' ')
__author__ = 'Tarn Weisner Burton <twburton@users.sourceforge.net>'
#
# Ported to PyOpenGL 2.0 by Tarn Weisner Burton 10May2001
#
# This code was created by Richard Campbell '99 (ported to Python/PyOpenGL by John Ferguson and Tony Colston 2000)
# To be honst I stole all of John Ferguson's code and just added the changed stuff for lesson 5. So he did most
# of the hard work.
#
# The port was based on the PyOpenGL tutorial module: dots.py
#
# If you've found this code useful, please let me know (email John Ferguson at hakuin@voicenet.com).
# or Tony Colston (tonetheman@hotmail.com)
#
# See original source and C based tutorial at http:#nehe.gamedev.net
#
# Note:
# -----
# This code is not a good example of Python and using OO techniques. It is a simple and direct
# exposition of how to use the Open GL API in Python via the PyOpenGL package. It also uses GLUT,
# which in my opinion is a high quality library in that it makes my work simpler. Due to using
# these APIs, this code is more like a C program using function based programming (which Python
# is in fact based upon, note the use of closures and lambda) than a "good" OO program.
#
# To run this code get and install OpenGL, GLUT, PyOpenGL (see http:#www.python.org), and NumPy.
# Installing PyNumeric means having a C compiler that is configured properly, or so I found. For
# Win32 this assumes VC++, I poked through the setup.py for Numeric, and chased through disutils code
# and noticed what seemed to be hard coded preferences for VC++ in the case of a Win32 OS. However,
# I am new to Python and know little about disutils, so I may just be not using it right.
#
# NumPy is not a hard requirement, as I am led to believe (based on skimming PyOpenGL sources) that
# PyOpenGL could run without it. However preformance may be impacted since NumPy provides an efficient
# multi-dimensional array type and a linear algebra library.
#
# BTW, since this is Python make sure you use tabs or spaces to indent, I had numerous problems since I
# was using editors that were not sensitive to Python.
#
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import sys
# Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = '\033'
# Number of the glut window.
window = 0
# Rotation angle for the triangle.
rtri = 0.0
# Rotation angle for the quadrilateral.
rquad = 0.0
# A general OpenGL initialization function. Sets all of the initial parameters.
def InitGL(Width, Height): # We call this right after our OpenGL window is created.
glClearColor(0.0, 0.0, 0.0, 0.0) # This Will Clear The Background Color To Black
glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS) # The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION)
glLoadIdentity() # Reset The Projection Matrix
# Calculate The Aspect Ratio Of The Window
gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
# The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
def ReSizeGLScene(Width, Height):
if Height == 0: # Prevent A Divide By Zero If The Window Is Too Small
Height = 1
glViewport(0, 0, Width, Height) # Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
# The main drawing function.
def DrawGLScene():
global rtri, rquad
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); # Clear The Screen And The Depth Buffer
glLoadIdentity(); # Reset The View
glTranslatef(-1.5,0.0,-6.0); # Move Left And Into The Screen
glRotatef(rtri,0.0,1.0,0.0); # Rotate The Pyramid On It's Y Axis
glBegin(GL_TRIANGLES); # Start Drawing The Pyramid
glColor3f(1.0,0.0,0.0); # Red
glVertex3f( 0.0, 1.0, 0.0); # Top Of Triangle (Front)
glColor3f(0.0,1.0,0.0); # Green
glVertex3f(-1.0,-1.0, 1.0); # Left Of Triangle (Front)
glColor3f(0.0,0.0,1.0); # Blue
glVertex3f( 1.0,-1.0, 1.0);
glColor3f(1.0,0.0,0.0); # Red
glVertex3f( 0.0, 1.0, 0.0); # Top Of Triangle (Right)
glColor3f(0.0,0.0,1.0); # Blue
glVertex3f( 1.0,-1.0, 1.0); # Left Of Triangle (Right)
glColor3f(0.0,1.0,0.0); # Green
glVertex3f( 1.0,-1.0, -1.0); # Right
glColor3f(1.0,0.0,0.0); # Red
glVertex3f( 0.0, 1.0, 0.0); # Top Of Triangle (Back)
glColor3f(0.0,1.0,0.0); # Green
glVertex3f( 1.0,-1.0, -1.0); # Left Of Triangle (Back)
glColor3f(0.0,0.0,1.0); # Blue
glVertex3f(-1.0,-1.0, -1.0); # Right Of
glColor3f(1.0,0.0,0.0); # Red
glVertex3f( 0.0, 1.0, 0.0); # Top Of Triangle (Left)
glColor3f(0.0,0.0,1.0); # Blue
glVertex3f(-1.0,-1.0,-1.0); # Left Of Triangle (Left)
glColor3f(0.0,1.0,0.0); # Green
glVertex3f(-1.0,-1.0, 1.0); # Right Of Triangle (Left)
glEnd();
glLoadIdentity();
glTranslatef(1.5,0.0,-7.0); # Move Right And Into The Screen
glRotatef(rquad,1.0,1.0,1.0); # Rotate The Cube On X, Y & Z
glBegin(GL_QUADS); # Start Drawing The Cube
glColor3f(0.0,1.0,0.0); # Set The Color To Blue
glVertex3f( 1.0, 1.0,-1.0); # Top Right Of The Quad (Top)
glVertex3f(-1.0, 1.0,-1.0); # Top Left Of The Quad (Top)
glVertex3f(-1.0, 1.0, 1.0); # Bottom Left Of The Quad (Top)
glVertex3f( 1.0, 1.0, 1.0); # Bottom Right Of The Quad (Top)
glColor3f(1.0,0.5,0.0); # Set The Color To Orange
glVertex3f( 1.0,-1.0, 1.0); # Top Right Of The Quad (Bottom)
glVertex3f(-1.0,-1.0, 1.0); # Top Left Of The Quad (Bottom)
glVertex3f(-1.0,-1.0,-1.0); # Bottom Left Of The Quad (Bottom)
glVertex3f( 1.0,-1.0,-1.0); # Bottom Right Of The Quad (Bottom)
glColor3f(1.0,0.0,0.0); # Set The Color To Red
glVertex3f( 1.0, 1.0, 1.0); # Top Right Of The Quad (Front)
glVertex3f(-1.0, 1.0, 1.0); # Top Left Of The Quad (Front)
glVertex3f(-1.0,-1.0, 1.0); # Bottom Left Of The Quad (Front)
glVertex3f( 1.0,-1.0, 1.0); # Bottom Right Of The Quad (Front)
glColor3f(1.0,1.0,0.0); # Set The Color To Yellow
glVertex3f( 1.0,-1.0,-1.0); # Bottom Left Of The Quad (Back)
glVertex3f(-1.0,-1.0,-1.0); # Bottom Right Of The Quad (Back)
glVertex3f(-1.0, 1.0,-1.0); # Top Right Of The Quad (Back)
glVertex3f( 1.0, 1.0,-1.0); # Top Left Of The Quad (Back)
glColor3f(0.0,0.0,1.0); # Set The Color To Blue
glVertex3f(-1.0, 1.0, 1.0); # Top Right Of The Quad (Left)
glVertex3f(-1.0, 1.0,-1.0); # Top Left Of The Quad (Left)
glVertex3f(-1.0,-1.0,-1.0); # Bottom Left Of The Quad (Left)
glVertex3f(-1.0,-1.0, 1.0); # Bottom Right Of The Quad (Left)
glColor3f(1.0,0.0,1.0); # Set The Color To Violet
glVertex3f( 1.0, 1.0,-1.0); # Top Right Of The Quad (Right)
glVertex3f( 1.0, 1.0, 1.0); # Top Left Of The Quad (Right)
glVertex3f( 1.0,-1.0, 1.0); # Bottom Left Of The Quad (Right)
glVertex3f( 1.0,-1.0,-1.0); # Bottom Right Of The Quad (Right)
glEnd(); # Done Drawing The Quad
# What values to use? Well, if you have a FAST machine and a FAST 3D Card, then
# large values make an unpleasant display with flickering and tearing. I found that
# smaller values work better, but this was based on my experience.
rtri = rtri + 0.2 # Increase The Rotation Variable For The Triangle
rquad = rquad - 0.15 # Decrease The Rotation Variable For The Quad
# since this is double buffered, swap the buffers to display what just got drawn.
glutSwapBuffers()
# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)
def keyPressed(*args):
# If escape is pressed, kill everything.
if args[0] == ESCAPE:
sys.exit()
def main():
global window
glutInit(sys.argv)
# Select type of Display mode:
# Double buffer
# RGBA color
# Alpha components supported
# Depth buffer
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
# get a 640 x 480 window
glutInitWindowSize(640, 480)
# the window starts at the upper left corner of the screen
glutInitWindowPosition(0, 0)
# Okay, like the C version we retain the window id to use when closing, but for those of you new
# to Python (like myself), remember this assignment would make the variable local and not global
# if it weren't for the global declaration at the start of main.
window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99")
# Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
# set the function pointer and invoke a function to actually register the callback, otherwise it
# would be very much like the C version of the code.
glutDisplayFunc(DrawGLScene)
# Uncomment this line to get full screen.
# glutFullScreen()
# When we are doing nothing, redraw the scene.
glutIdleFunc(DrawGLScene)
# Register the function called when our window is resized.
glutReshapeFunc(ReSizeGLScene)
# Register the function called when the keyboard is pressed.
glutKeyboardFunc(keyPressed)
# Initialize our window.
InitGL(640, 480)
# Start Event Processing Engine
glutMainLoop()
# Print message to console, and kick off the main to get it rolling.
print "Hit ESC key to quit."
main()
|