139 lines
5.2 KiB
Python
139 lines
5.2 KiB
Python
#! /usr/bin/env python
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from __future__ import absolute_import
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from __future__ import print_function
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import string
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__version__ = '1.1.1.1'
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__date__ = '$Date: 2007/02/15 19:25:19 $'
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__author__ = 'Tarn Weisner Burton <twburton@users.sourceforge.net>'
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#
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# Ported to PyOpenGL 2.0 by Tarn Weisner Burton 10May2001
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#
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# This code was created by Richard Campbell '99 (ported to Python/PyOpenGL by John Ferguson 2000)
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#
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# The port was based on the PyOpenGL tutorial module: dots.py
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#
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# If you've found this code useful, please let me know (email John Ferguson at hakuin@voicenet.com).
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#
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# See original source and C based tutorial at http://nehe.gamedev.net
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#
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# Note:
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# -----
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# This code is not a good example of Python and using OO techniques. It is a simple and direct
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# exposition of how to use the Open GL API in Python via the PyOpenGL package. It also uses GLUT,
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# which in my opinion is a high quality library in that it makes my work simpler. Due to using
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# these APIs, this code is more like a C program using function based programming (which Python
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# is in fact based upon, note the use of closures and lambda) than a "good" OO program.
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#
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# To run this code get and install OpenGL, GLUT, PyOpenGL (see http://www.python.org), and PyNumeric.
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# Installing PyNumeric means having a C compiler that is configured properly, or so I found. For
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# Win32 this assumes VC++, I poked through the setup.py for Numeric, and chased through disutils code
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# and noticed what seemed to be hard coded preferences for VC++ in the case of a Win32 OS. However,
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# I am new to Python and know little about disutils, so I may just be not using it right.
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#
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# BTW, since this is Python make sure you use tabs or spaces to indent, I had numerous problems since I
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# was using editors that were not sensitive to Python.
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#
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from OpenGL.GL import *
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from OpenGL.GLUT import *
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from OpenGL.GLU import *
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import sys
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# Some api in the chain is translating the keystrokes to this octal string
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# so instead of saying: ESCAPE = 27, we use the following.
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ESCAPE = b'\x1b'
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# Number of the glut window.
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window = 0
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# A general OpenGL initialization function. Sets all of the initial parameters.
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def InitGL(Width, Height): # We call this right after our OpenGL window is created.
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glClearColor(0.0, 0.0, 0.0, 0.0) # This Will Clear The Background Color To Black
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glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS) # The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST) # Enables Depth Testing
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glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity() # Reset The Projection Matrix
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# Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
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glMatrixMode(GL_MODELVIEW)
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# The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
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def ReSizeGLScene(Width, Height):
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if Height == 0: # Prevent A Divide By Zero If The Window Is Too Small
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Height = 1
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glViewport(0, 0, Width, Height) # Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
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glMatrixMode(GL_MODELVIEW)
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# The main drawing function.
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def DrawGLScene():
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# Clear The Screen And The Depth Buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glLoadIdentity() # Reset The View
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# since this is double buffered, swap the buffers to display what just got drawn.
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glutSwapBuffers()
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# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)
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def keyPressed(*args):
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global window
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# If escape is pressed, kill everything.
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if args[0] == ESCAPE:
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sys.exit()
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def main():
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global window
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# pass arguments to init
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glutInit(sys.argv)
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# Select type of Display mode:
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# Double buffer
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# RGBA color
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# Alpha components supported
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# Depth buffer
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glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
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# get a 640 x 480 window
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glutInitWindowSize(640, 480)
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# the window starts at the upper left corner of the screen
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glutInitWindowPosition(0, 0)
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# Okay, like the C version we retain the window id to use when closing, but for those of you new
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# to Python (like myself), remember this assignment would make the variable local and not global
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# if it weren't for the global declaration at the start of main.
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window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99")
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# Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
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# set the function pointer and invoke a function to actually register the callback, otherwise it
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# would be very much like the C version of the code.
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glutDisplayFunc(DrawGLScene)
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# Uncomment this line to get full screen.
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#glutFullScreen()
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# When we are doing nothing, redraw the scene.
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glutIdleFunc(DrawGLScene)
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# Register the function called when our window is resized.
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glutReshapeFunc(ReSizeGLScene)
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# Register the function called when the keyboard is pressed.
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glutKeyboardFunc(keyPressed)
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# Initialize our window.
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InitGL(640, 480)
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# Start Event Processing Engine
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glutMainLoop()
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# Print message to console, and kick off the main to get it rolling.
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print("Hit ESC key to quit.")
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main() |