111 lines
3.2 KiB
Python
111 lines
3.2 KiB
Python
from photon import init, InitFlags, video
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from photon.video import Window
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from photon.events import EventType, poll_event, WindowEventType
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import time
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vertices = [-1.0, -1.0, -1.0,
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1.0, -1.0, -1.0,
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1.0, 1.0, -1.0,
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-1.0, 1.0, -1.0,
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-1.0, -1.0, 1.0,
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1.0, -1.0, 1.0,
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1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0]
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colors = [0.0, 1.0, 0.0, 1.0,
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0.0, 1.0, 0.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 1.0,
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1.0, 0.0, 1.0, 1.0]
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indices = [0, 4, 5, 0, 5, 1,
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1, 5, 6, 1, 6, 2,
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2, 6, 7, 2, 7, 3,
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3, 7, 4, 3, 4, 0,
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4, 7, 6, 4, 6, 5,
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3, 0, 1, 3, 1, 2]
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def main():
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init(InitFlags.EVERYTHING)
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window = Window('gl cube demo', 100, 100, 512, 512,
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video.WindowFlags.OPENGL)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_MULTISAMPLEBUFFERS, 1)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_MULTISAMPLESAMPLES, 4)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_DOUBLEBUFFER, 1)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_DEPTH_SIZE, 24)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_RED_SIZE, 8)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_GREEN_SIZE, 8)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_BLUE_SIZE, 8)
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video.gl_set_attribute(video.GL_Attr.SDL_GL_ALPHA_SIZE, 8)
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window.gl_context
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video.gl_set_swap_interval(1)
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from OpenGL.GL import *
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from OpenGL.GLU import gluPerspective
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# setup gl perspective
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glClearDepth(1)
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glEnable(GL_DEPTH_TEST)
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glDepthFunc(GL_LEQUAL)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glViewport(0, 0, 512, 512)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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gluPerspective(45, 512/512, 0.1, 100)
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glViewport(0, 0, 512, 512)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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running = True
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start_time = time.time()
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frames = 0
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cube_rotation = 0
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while running:
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frames += 1
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if frames == 1000:
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print('FPS: {0:.2f}'.format(frames/(time.time()-start_time)))
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frames = 0
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start_time = time.time()
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# event loop
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while True:
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event = poll_event()
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if not event:
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break
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elif event.type == EventType.QUIT:
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running = False
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elif event.type == EventType.WINDOWEVENT:
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if event.window.event == WindowEventType.CLOSE:
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running = False
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# setup state
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
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glLoadIdentity()
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glTranslatef(0, 0, -10)
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glRotatef(cube_rotation, 1, 1, 1)
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# draw cube
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glFrontFace(GL_CW)
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glVertexPointer(3, GL_FLOAT, 0, vertices)
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glColorPointer(4, GL_FLOAT, 0, colors)
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glLoadIdentity()
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cube_rotation -= 0.15
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window.swap()
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if __name__ == '__main__':
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main()
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