mirror of
https://github.com/SFML/SFML.git
synced 2024-11-25 04:41:05 +08:00
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
|
|
|
|
from PySFML import sf
|
|
|
|
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()
|
|
|