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39f4805a98
with python 2.5) * Improved support for unicode * Fixed a mysterious bug with the opengl sample * Code clean up git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1024 4e206d99-4929-0410-ac5d-dfc041789085
163 lines
4.3 KiB
Python
163 lines
4.3 KiB
Python
#!/usr/bin/python
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from PySFML import sf
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from OpenGL.GL import *
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from OpenGL.GLUT import *
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from OpenGL.GLU import *
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def main():
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# Create main window
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App = sf.RenderWindow(sf.VideoMode(800, 600), "SFML OpenGL")
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App.PreserveOpenGLStates(True)
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# Create a sprite for the background
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BackgroundImage = sf.Image()
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if not BackgroundImage.LoadFromFile("../../samples/bin/datas/opengl/background.jpg"):
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return
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Background = sf.Sprite(BackgroundImage)
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# Load an OpenGL texture.
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# We could directly use a sf.Image as an OpenGL texture (with its Bind() member function),
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# but here we want more control on it (generate mipmaps, ...) so we create a new one
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Image = sf.Image()
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if not Image.LoadFromFile("../../samples/bin/datas/opengl/texture.jpg"):
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return
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# The next line is a bit different from the C++ version
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Texture = glGenTextures(1) # instead of glGenTextures(1, &Texture);
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glBindTexture(GL_TEXTURE_2D, Texture)
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# It is almost the same line there, except in C++, the last argument was Image.GetPixelsPtr().
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# In python, GetPixels simply returns a string.
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(), Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, Image.GetPixels())
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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# Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST)
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glDepthMask(GL_TRUE)
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glClearDepth(1.)
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# Setup a perspective projection
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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gluPerspective(90., 1., 1., 500.)
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# Bind our texture
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, Texture)
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glColor4f(1., 1., 1., 1.)
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# Create a clock for measuring the time elapsed
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Clock = sf.Clock()
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# Start game loop
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while App.IsOpened():
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# Process events
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Event = sf.Event()
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while App.GetEvent(Event):
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# Close window : exit
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if Event.Type == sf.Event.Closed:
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App.Close()
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# Escape key : exit
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if (Event.Type == sf.Event.KeyPressed) and (Event.Key.Code == sf.Key.Escape):
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App.Close()
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# Adjust the viewport when the window is resized
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if Event.Type == sf.Event.Resized:
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glViewport(0, 0, Event.Size.Width, Event.Size.Height)
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# Draw background
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App.Draw(Background)
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# Clear depth buffer
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glClear(GL_DEPTH_BUFFER_BIT)
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# Apply some transformations
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glTranslatef(0, 0, -200)
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glRotatef(Clock.GetElapsedTime() * 50, 1, 0, 0)
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glRotatef(Clock.GetElapsedTime() * 30, 0, 1, 0)
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glRotatef(Clock.GetElapsedTime() * 90, 0, 0, 1)
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# Draw a cube
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glBegin(GL_QUADS)
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glTexCoord2f(0, 0)
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glVertex3f(-50., -50., -50.)
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glTexCoord2f(0, 1)
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glVertex3f(-50., 50., -50.)
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glTexCoord2f(1, 1)
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glVertex3f( 50., 50., -50.)
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glTexCoord2f(1, 0)
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glVertex3f( 50., -50., -50.)
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glTexCoord2f(0, 0)
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glVertex3f(-50., -50., 50.)
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glTexCoord2f(0, 1)
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glVertex3f(-50., 50., 50.)
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glTexCoord2f(1, 1)
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glVertex3f( 50., 50., 50.)
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glTexCoord2f(1, 0)
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glVertex3f( 50., -50., 50.)
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glTexCoord2f(0, 0)
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glVertex3f(-50., -50., -50.)
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glTexCoord2f(0, 1)
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glVertex3f(-50., 50., -50.)
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glTexCoord2f(1, 1)
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glVertex3f(-50., 50., 50.)
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glTexCoord2f(1, 0)
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glVertex3f(-50., -50., 50.)
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glTexCoord2f(0, 0)
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glVertex3f(50., -50., -50.)
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glTexCoord2f(0, 1)
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glVertex3f(50., 50., -50.)
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glTexCoord2f(1, 1)
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glVertex3f(50., 50., 50.)
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glTexCoord2f(1, 0)
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glVertex3f(50., -50., 50.)
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glTexCoord2f(0, 1)
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glVertex3f(-50., -50., 50.)
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glTexCoord2f(0, 0)
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glVertex3f(-50., -50., -50.)
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glTexCoord2f(1, 0)
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glVertex3f( 50., -50., -50.)
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glTexCoord2f(1, 1)
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glVertex3f( 50., -50., 50.)
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glTexCoord2f(0, 1)
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glVertex3f(-50., 50., 50.)
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glTexCoord2f(0, 0)
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glVertex3f(-50., 50., -50.)
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glTexCoord2f(1, 0)
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glVertex3f( 50., 50., -50.)
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glTexCoord2f(1, 1)
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glVertex3f( 50., 50., 50.)
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glEnd()
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# Draw some text on top of our OpenGL object
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Text = sf.String("This is a rotating cube")
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Text.SetPosition(230., 300.)
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Text.SetColor(sf.Color(128, 0, 128))
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App.Draw(Text)
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# Finally, display the rendered frame on screen
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App.Display()
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# Don't forget to destroy our texture
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# In C++, the call to this function was a bit different
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glDeleteTextures(Texture) # instead of glDeleteTextures(1, &Texture);
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return
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main()
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