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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL Demo 3.0.1b1 » PyOpenGL Demo » NeHe » lesson12.py
#! /usr/bin/env python
# -*- coding: utf8 -*-
"""Port of NeHe Lesson 12 by Ivan Izuver <izuver@users.sourceforge.net>"""
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

import sys
import numpy

ESCAPE = '\033'

# Number of the glut window.
window = 0
xloop=yloop=0
xrot=yrot=0

boxcol=numpy.zeros((5, 3), 'f')
boxcol[0]=1.0,0.0,0.0
boxcol[1]=1.0,0.5,0.0
boxcol[2]=1.0,1.0,0.0
boxcol[3]=0.0,1.0,0.0
boxcol[4]=0.0,1.0,1.0

topcol=numpy.zeros((5, 3), 'f')
topcol[0]=0.5,0.0,0.0
topcol[1]=0.5,0.25,0.0
topcol[2]=0.5,0.5,0.0
topcol[3]=0.0,0.5,0.0
topcol[4]=0.0,0.5,0.5

# 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_LEQUAL)                # The Type Of Depth Test To Do
  glEnable(GL_DEPTH_TEST)                # Enables Depth Testing
  glShadeModel(GL_SMOOTH)                # Enables Smooth Color Shading
  
  glEnable(GL_LIGHT0)
  glEnable(GL_LIGHTING)
  glEnable(GL_COLOR_MATERIAL)
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
  
  
  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():
  # Clear The Screen And The Depth Buffer
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
  
  box=glGenLists(2)
  
  # create list maned box (with quad)
  glNewList(box,GL_COMPILE)
  
  glBegin(GL_QUADS);
  glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0)
  glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0)
  glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0)
  glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0)
  
  glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0)
  glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0)
  glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0)
  glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0)
  
  glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0)        
  glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0)        
  glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0)        
  glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0)        
 
  glTexCoord2f(1.0 , 0.0 ); glVertex3f( 1.0 , -1.0 , -1.0 )        
  glTexCoord2f(1.0 , 1.0 ); glVertex3f( 1.0 , 1.0 , -1.0 )
  glTexCoord2f(0.0 , 1.0 ); glVertex3f( 1.0 , 1.0 , 1.0 )
  glTexCoord2f(0.0 , 0.0 ); glVertex3f( 1.0 , -1.0 , 1.0 )
              
  glTexCoord2f(0.0 , 0.0 ); glVertex3f(-1.0 , -1.0 , -1.0 )        
  glTexCoord2f(1.0 , 0.0 ); glVertex3f(-1.0 , -1.0 , 1.0 )
  glTexCoord2f(1.0 , 1.0 ); glVertex3f(-1.0 , 1.0 , 1.0 )
  glTexCoord2f(0.0 , 1.0 ); glVertex3f(-1.0 , 1.0 , -1.0 )      
  glEnd();                        
  glEndList(); 
  
  top=box+1
  # create new list named top ( with head of quad)
  glNewList(top,GL_COMPILE)
  
  glBegin(GL_QUADS)
  glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0);
  glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0);
  glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0);
  glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0);
  glEnd()
  glEndList()   

  for yloop in range(6):
    for xloop in range(5):
      glLoadIdentity()                         # Reset The View
      glTranslatef(1.4+(float(xloop)*2.8)-(float(yloop)*1.4),((6.0-float(yloop))*2.4)-7.0,-20.0)
      glRotatef(45.0-(2.0*yloop)+xrot,1.0,0.0,0.0);      
      glRotatef(45.0+yrot,0.0,1.0,0.0);                  
      
      glColor3fv(boxcol[yloop-1]);             
      glCallList(box);                        # call list named box
      
      glColor3fv(topcol[yloop-1]);            
      glCallList(top);                        # call list named top

  #  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):
  global window
  # If escape is pressed, kill everything.
  if args[0] == ESCAPE:
    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_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("glLists by RISC")

     # 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.
if __name__ == "__main__":
  print "Hit ESC key to quit."
  main()
      
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