#!
# This is statement is required by the build system to query build info
if __name__ == '__build__':
raise Exception
import string
__version__ = string.split('$Revision: 1.5 $')[1]
__date__ = string.join(string.split('$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 2000)
#
# The port was based on the lesson5 tutorial module by Tony Colston (tonetheman@hotmail.com).
#
# If you've found this code useful, please let me know (email John Ferguson at hakuin@voicenet.com).
#
# See original source and C based tutorial at http:#nehe.gamedev.net
#
# Note:
# -----
# Now, I assume you've read the prior tutorial notes and know the deal here. The one major, new requirement
# is to have a working version of PIL (Python Image Library) on your machine.
#
# General Users:
# --------------
# I think to use textures at all you need Nunmeric Python, I tried without it and BAM Python didn't "like" the texture API.
#
# Win32 Users:
# ------------
# Well, here's the install I used to get it working:
# [1] py152.exe - include the TCL install!
# [2] PyOpenGL.EXE - probably the latest, the Vaults notes should give you a clue.
# [3] Distutils-0.9.win32.exe for step #4
# [4] Numerical-15.3.tgz - run the setup.py (need VC++ on your machine, otherwise, have fun with #3, it looks fixable to use gCC).
#
# Win98 users (yes Win98, I have Mandrake on the other partition okay?), you need to the Tcl bin directory in your PATH, not PYTHONPATH,
# just the DOS PATH.
#
# 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 *
from OpenGL.GL.ARB.multitexture import *
import sys
from Image import *
from math import *
# 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
# Rotations for cube.
rot = 0.0
def LoadTexture(name):
#global texture
image = open(name)
ix = image.size[0]
iy = image.size[1]
image = image.tostring("raw", "RGBX", 0, -1)
# Create Texture
id = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, id) # 2d texture (x and y size)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
return id
# 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.
global textures
if not glInitMultitextureARB():
print "Help! No GL_ARB_multitexture"
sys.exit(1)
glActiveTextureARB(GL_TEXTURE0_ARB)
LoadTexture('Wall.bmp')
glEnable(GL_TEXTURE_2D)
glActiveTextureARB(GL_TEXTURE1_ARB)
LoadTexture('NeHe.bmp')
glEnable(GL_TEXTURE_2D)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND)
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)
deg_rad = pi/180.0
# The main drawing function.
def DrawGLScene():
global rot, texture
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Clear The Screen And The Depth Buffer
glLoadIdentity() # Reset The View
glTranslatef(0.0,0.0,-5.0) # Move Into The Screen
glRotatef(rot,1.0,0.0,0.0) # Rotate The Cube On It's X Axis
glRotatef(rot,0.0,1.0,0.0) # Rotate The Cube On It's Y Axis
glRotatef(rot,0.0,0.0,1.0) # Rotate The Cube On It's Z Axis
# Note there does not seem to be support for this call.
#glBindTexture(GL_TEXTURE_2D,texture) # Rotate The Pyramid On It's Y Axis
p = cos(rot*deg_rad)**2
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (p, p, p, 1))
glBegin(GL_QUADS) # Start Drawing The Cube
# Front Face (note that the texture's corners have to match the quad's corners)
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) # Top Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) # Top Left Of The Texture and Quad
# Back Face
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) # Bottom Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) # Bottom Left Of The Texture and Quad
# Top Face
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0) # Bottom Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0) # Bottom Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
# Bottom Face
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0) # Top Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0) # Top Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
# Right face
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) # Bottom Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) # Top Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
# Left Face
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) # Bottom Left Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) # Top Right Of The Texture and Quad
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
glEnd(); # Done Drawing The Cube
rot = (rot + 0.2) % 360 # rotation
# 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()
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