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101 lines
2.4 KiB
Python
101 lines
2.4 KiB
Python
#!/usr/bin/env python
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# pygame + PyOpenGL version of Nehe's OpenGL lesson06
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# Paul Furber 2001 - m@verick.co.za
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import os
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import sys
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from OpenGL.GL import *
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from OpenGL.GLU import *
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import pygame, pygame.image
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from pygame.locals import *
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# init freej and create a layer
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import freej
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import time
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#freej.set_debug(3)
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freejc = freej.Context()
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#freejc.init(512,512,2,0)
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freejc.init()
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scr = freej.SdlGlScreen(512, 512)
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freejc.add_screen(scr)
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freejc.plugger.refresh(freejc)
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layer = freejc.open(sys.argv[1])
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#layer.fps.set(25)
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filt = freejc.filters["vertigo"]
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filt.apply(layer)
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layer.start()
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layer.active = True
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freejc.add_layer(layer)
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time.sleep(0.1)
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# end init freej
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xrot = yrot = zrot = 0.0
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textures = [0,0]
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def resize((width, height)):
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if height==0:
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height=1
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glViewport(0, 0, width, height)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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gluPerspective(45, 1.0*width/height, 0.1, 100.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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def init():
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glEnable(GL_TEXTURE_2D)
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load_textures()
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glShadeModel(GL_SMOOTH)
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glClearColor(0.0, 0.0, 0.0, 0.0)
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glClearDepth(1.0)
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glEnable(GL_DEPTH_TEST)
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glDepthFunc(GL_LEQUAL)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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def load_textures():
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glBindTexture(GL_TEXTURE_2D, textures[0])
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# create texture with freej layer size
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, layer.geo.w, layer.geo.h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, None );
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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def draw():
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global xrot, yrot, zrot
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# draw freej
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glClearColor(1,0,0,1)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glLoadIdentity()
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glColor3f (1.0, 1.0, 1.0)
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freejc.cafudda(0.0)
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glColor3f (1.0, 1.0, 1.0)
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def main():
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video_flags = OPENGL|DOUBLEBUF
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pygame.init()
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surface = pygame.display.set_mode((640,480), video_flags)
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resize((640,480))
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init()
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frames = 0
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ticks = pygame.time.get_ticks()
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while 1:
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event = pygame.event.poll()
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if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
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break
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draw()
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pygame.display.flip()
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frames = frames+1
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print "fps: %d" % ((frames*1000)/(pygame.time.get_ticks()-ticks))
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if __name__ == '__main__': main()
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