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VideoPyOpenGL4.py
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168 lines (109 loc) · 2.62 KB
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import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(1, -1, -1),
(1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
(1, -1, 1),
(1, 1, 1),
(-1, -1, 1),
(-1, 1, 1)
)
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7)
)
surfaces = (
(0,1,2,3),
(3,2,7,6),
(6,7,5,4),
(4,5,1,0),
(1,5,7,2),
(4,0,3,6)
)
colors = (
(1,0,0),
(0,1,0),
(0,0,1),
(0,1,0),
(1,1,1),
(0,1,1),
(1,0,0),
(0,1,0),
(0,0,1),
(1,0,0),
(1,1,1),
(0,1,1),
)
def Cube():
glBegin(GL_QUADS)
for surface in surfaces:
x = 0
for vertex in surface:
x+=1
glColor3fv(colors[x])
glVertex3fv(verticies[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glTranslatef(0,0, -40)
object_passed = False
#glRotatef(25, 2, 1, 0)
while not object_passed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
glTranslatef(0.5,0,0)
if event.key == pygame.K_RIGHT:
glTranslatef(-0.5,0,0)
if event.key == pygame.K_UP:
glTranslatef(0,-1,0)
if event.key == pygame.K_DOWN:
glTranslatef(0,1,0)
## if event.type == pygame.MOUSEBUTTONDOWN:
## if event.button == 4:
## glTranslatef(0,0,1.0)
##
## if event.button == 5:
## glTranslatef(0,0,-1.0)
#glRotatef(1, 3, 1, 1)
x = glGetDoublev(GL_MODELVIEW_MATRIX)
#print(x)
camera_x = x[3][0]
camera_y = x[3][1]
camera_z = x[3][2]
if camera_z < -1:
object_passed = True
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glTranslatef(0,0,.50)
Cube()
pygame.display.flip()
pygame.time.wait(10)
for x in range(10):
main()
pygame.quit()
quit()