#! /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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