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#!
#
# Ported to PyOpenGL 2.0 by Brian Leair 18 Jan 2004
#
# This code was created by Jeff Molofee 2000
#
# The port was based on the PyOpenGL tutorial and from the PyOpenGLContext (tests/glprint.py)
#
# If you've found this code useful, please let me know (email Brian Leair at telcom_sage@yahoo.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 PyNumeric.
# 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.
#
#
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.WGL import * # wglUseFontBitmaps (), wglGetCurrentDC ()
import win32ui # CreateFont (), CreateDCFromHandle ()
# import Numeric
from math import cos, sin
import sys
# *********************** Globals ***********************
# Python 2.2 defines these directly
try:
True
except NameError:
True = 1==1
False = 1==0
# 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
base = None
def BuildFont ():
global base
wgldc = wglGetCurrentDC ()
hDC = win32ui.CreateDCFromHandle (wgldc)
base = glGenLists(96); # // Storage For 96 Characters
# CreateFont () takes a python dictionary to specify the requested font properties.
font_properties = { "name" : "Courier New",
"width" : 0 ,
"height" : -24,
"weight" : 800
}
font = win32ui.CreateFont (font_properties)
# // Selects The Font We Want
oldfont = hDC.SelectObject (font)
# // Builds 96 Characters Starting At Character 32
wglUseFontBitmaps (wgldc, 32, 96, base)
# // reset the font
hDC.SelectObject (oldfont)
# // Delete The Font (python will cleanup font for us...)
return
def KillFont ():
""" // Delete The Font List
"""
global base
# // Delete All 96 Characters
glDeleteLists (base, 96)
return
def glPrint (str):
""" // Custom GL "Print" Routine
"""
global base
# // If THere's No Text Do Nothing
if (str == None):
return
if (str == ""):
return
glPushAttrib(GL_LIST_BIT); # // Pushes The Display List Bits
glListBase(base - 32); # // Sets The Base Character to 32
glCallLists(str) # // Draws The Display List Text
glPopAttrib(); # // Pops The Display List Bits
return
# 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.
glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading
glClearColor(0.0, 0.0, 0.0, 0.5) # This Will Clear The Background Color To Black
glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glDepthFunc(GL_LEQUAL) # The Type Of Depth Test To Do
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) # Really Nice Perspective Calculations
BuildFont ()
return True
# 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()
# // field of view, aspect ratio, near and far
# This will squash and stretch our objects as the window is resized.
gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
cnt1 = 0
cnt2 = 0
# The main drawing function.
def DrawGLScene():
global cnt1
global cnt2
# // Clear The Screen And The Depth Buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity() # // Reset The Current Modelview Matrix
glTranslatef (0.0, 0.0, -1.0) # // Move One Unit Into The Screen
# // Pulsing Colors Based On Text Position
glColor3f (1.0 * cos (cnt1), 1.0 * sin (cnt2), 1.0 -0.5 * cos (cnt1+cnt2))
# // Position The Text On The Screen
glRasterPos2f(-0.45+0.05* cos(cnt1), 0.32*sin(cnt2));
glPrint("Active OpenGL Text With NeHe - %7.2f" %(cnt1)); # // Print GL Text To The Screen
cnt1+=0.051; # // Increase The First Counter
cnt2+=0.005; # // Increase The First Counter
glutSwapBuffers()
return True
# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)
def keyPressed(*args):
global window
# If escape is pressed, kill everything.
if args[0] == ESCAPE:
KillFont ()
sys.exit ()
def main():
global window
# pass arguments to init
glutInit(sys.argv)
# Select type of Display mode:
# Double buffer
# RGBA color
# Alpha components supported
# Depth buffer
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | 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, 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("NeHe's Bitmap Font Tutorial")
# 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)
# We've told Glut the type of window we want, and we've told glut about
# various functions that we want invoked (idle, resizing, keyboard events).
# Glut has done the hard work of building up thw windows DC context and
# tying in a rendering context, so we are ready to start making immediate mode
# GL calls.
# Call to perform inital GL setup (the clear colors, enabling modes, and most releveant -
# consturct the displays lists for the bitmap font.
InitGL(640, 480)
# Start Event Processing Engine
glutMainLoop()
# Print message to console, and kick off the main to get it rolling.
if __name__ == "__main__":
print "Hit ESC key to quit."
main()
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