#!/usr/bin/python from PySFML import * from OpenGL.GL import * from OpenGL.GLUT import * from OpenGL.GLU import * def main(): # Create main window App = sf.RenderWindow(sf.VideoMode(800, 600), "SFML OpenGL") App.PreserveOpenGLStates(True) # Create a sprite for the background BackgroundImage = sf.Image() if not BackgroundImage.LoadFromFile("../../samples/bin/datas/opengl/background.jpg"): return Background = sf.Sprite(BackgroundImage) # Load an OpenGL texture. # We could directly use a sf.Image as an OpenGL texture (with its Bind() member function), # but here we want more control on it (generate mipmaps, ...) so we create a new one Image = sf.Image() if not Image.LoadFromFile("../../samples/bin/datas/opengl/texture.jpg"): return # The next line is a bit different from the C++ version Texture = glGenTextures(1) # instead of glGenTextures(1, &Texture); glBindTexture(GL_TEXTURE_2D, Texture) # It is almost the same line there, except in C++, the last argument was Image.GetPixelsPtr(). # In python, GetPixels simply returns a string. gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(), Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, Image.GetPixels()) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) # Enable Z-buffer read and write glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glClearDepth(1.) # Setup a perspective projection glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(90., 1., 1., 500.) # Bind our texture glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, Texture) glColor4f(1., 1., 1., 1.) # Create a clock for measuring the time elapsed Clock = sf.Clock() # Start game loop while App.IsOpened(): # Process events Event = sf.Event() while App.GetEvent(Event): # Close window : exit if Event.Type == sf.Event.Closed: App.Close() # Escape key : exit if (Event.Type == sf.Event.KeyPressed) and (Event.Key.Code == sf.Key.Escape): App.Close() # Adjust the viewport when the window is resized if Event.Type == sf.Event.Resized: glViewport(0, 0, Event.Size.Width, Event.Size.Height) # Draw background App.Draw(Background) # Clear depth buffer glClear(GL_DEPTH_BUFFER_BIT) # Apply some transformations glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTranslatef(0, 0, -200) glRotatef(Clock.GetElapsedTime() * 50, 1, 0, 0) glRotatef(Clock.GetElapsedTime() * 30, 0, 1, 0) glRotatef(Clock.GetElapsedTime() * 90, 0, 0, 1) # Draw a cube glBegin(GL_QUADS) glTexCoord2f(0, 0) glVertex3f(-50., -50., -50.) glTexCoord2f(0, 1) glVertex3f(-50., 50., -50.) glTexCoord2f(1, 1) glVertex3f( 50., 50., -50.) glTexCoord2f(1, 0) glVertex3f( 50., -50., -50.) glTexCoord2f(0, 0) glVertex3f(-50., -50., 50.) glTexCoord2f(0, 1) glVertex3f(-50., 50., 50.) glTexCoord2f(1, 1) glVertex3f( 50., 50., 50.) glTexCoord2f(1, 0) glVertex3f( 50., -50., 50.) glTexCoord2f(0, 0) glVertex3f(-50., -50., -50.) glTexCoord2f(0, 1) glVertex3f(-50., 50., -50.) glTexCoord2f(1, 1) glVertex3f(-50., 50., 50.) glTexCoord2f(1, 0) glVertex3f(-50., -50., 50.) glTexCoord2f(0, 0) glVertex3f(50., -50., -50.) glTexCoord2f(0, 1) glVertex3f(50., 50., -50.) glTexCoord2f(1, 1) glVertex3f(50., 50., 50.) glTexCoord2f(1, 0) glVertex3f(50., -50., 50.) glTexCoord2f(0, 1) glVertex3f(-50., -50., 50.) glTexCoord2f(0, 0) glVertex3f(-50., -50., -50.) glTexCoord2f(1, 0) glVertex3f( 50., -50., -50.) glTexCoord2f(1, 1) glVertex3f( 50., -50., 50.) glTexCoord2f(0, 1) glVertex3f(-50., 50., 50.) glTexCoord2f(0, 0) glVertex3f(-50., 50., -50.) glTexCoord2f(1, 0) glVertex3f( 50., 50., -50.) glTexCoord2f(1, 1) glVertex3f( 50., 50., 50.) glEnd() # Draw some text on top of our OpenGL object Text = sf.String("This is a rotating cube") Text.SetPosition(230., 300.) Text.SetColor(sf.Color(128, 0, 128)) App.Draw(Text) # Finally, display the rendered frame on screen App.Display() # Don't forget to destroy our texture # In C++, the call to this function was a bit different glDeleteTextures(Texture) # instead of glDeleteTextures(1, &Texture); return main()