Python PC,它工作得非常好 import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * verticies = ( (-1, 1,
PC,它工作得非常好Python PC,它工作得非常好 import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * verticies = ( (-1, 1, ,python,opengl,pygame,pyopengl,opengl-compat,Python,Opengl,Pygame,Pyopengl,Opengl Compat,PC,它工作得非常好 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) ) e
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),
(0,5),
(1,2),
(1,6),
(2,3),
(2,7),
(0,3),
(3,4),
(4,7),
(6,7),
(5,6),
(4,5)
)
surfaces = (
(0,1,2,3),
(0,1,6,5),
(0,3,4,5),
(3,2,7,4),
(1,2,7,6),
(4,5,6,7),
)
colors= (
)
def color_in_face(color, face_index):
for vertex in surfaces[face_index]:
glColor3fv(color)
glVertex3fv(verticies[vertex])
def Cube():
glBegin(GL_QUADS)
color_in_face((1,0,0), 0)
color_in_face((0,1,0), 1)
color_in_face((0,0,1), 2)
color_in_face((1,1,0), 3)
color_in_face((0,1,1), 4)
color_in_face((1,0,1), 5)
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
to_rotate = False
pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glTranslatef(0.0,0.0, -5)
glRotatef(0,0,0,0)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
if to_rotate!=None:
if to_rotate==False:
glRotatef(0, 0, 0, 0)
elif to_rotate=="left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate=="right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate=="up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate=="down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate=="t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate=="t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate=="b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate=="b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate=="stop":
glRotatef(0, 0, 0, 0)
elif to_rotate=="reload":
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glRotatef(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
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, 5),
(1, 2),
(1, 6),
(2, 3),
(2, 7),
(0, 3),
(3, 4),
(4, 7),
(6, 7),
(5, 6),
(4, 5)
)
surfaces = (
(0, 1, 2, 3),
(0, 1, 6, 5),
(0, 3, 4, 5),
(3, 2, 7, 4),
(1, 2, 7, 6),
(4, 5, 6, 7),
)
colors = (
(1, 0, 0),
(0, 1, 0),
(0, 0, 1),
(0, 0, 0),
(1, 1, 1),
(0, 1, 1),
(1, 0, 0),
(0, 1, 0),
(0, 0, 1),
(0, 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():
to_rotate = False
pygame.init()
display = (800, 600)
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
glEnable(GL_DEPTH_TEST)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24)
gluPerspective(45, (display[0] / display[1]), 0.1, 70.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
elif event.key == pygame.K_f:
to_rotate = "f"
elif event.key == pygame.K_v:
to_rotate = "v"
if to_rotate != None:
if to_rotate == False:
glRotatef(0, 0, 0, 0)
elif to_rotate == "left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate == "right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate == "up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate == "down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate == "t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate == "t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate == "b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate == "b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate == "stop":
glRotatef(0, 0, 0, 0)
elif to_rotate == "f":
glRotatef(0.5, 0, 0, 1)
elif to_rotate == "v":
glRotatef(0.5, 0, 0, -1)
elif to_rotate == "reload":
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glRotatef(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(8)
pygame.display.set_mode(display, OPENGL) # <--- Note "DOUBLEBUF|" was removed
# [... GL drawing commands ...]
glFlush() # <--- Force the execution of GL commands
pygame.display.flip() # before pygame.display.flip()
# [... rest of the code ...]