mirror of
https://github.com/dyne/FreeJ.git
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248 lines
8.0 KiB
Python
248 lines
8.0 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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import random
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import math
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freejc = freej.Context()
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freejc.init(512,512,2,0)
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freejc.plugger.refresh(freejc)
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freejc2 = freej.Context()
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freejc2.init(512,512,2,0)
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freejc2.plugger.refresh(freejc2)
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for gen in range(1,freejc.generators.len()+1):
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print freejc.generators[gen].name
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def create_layer(ctx,name):
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layer = freej.GenF0rLayer()
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layer.init(ctx)
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layer.open("partik0l")
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layer.start()
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ctx.add_layer(layer)
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time.sleep(0.1)
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for a in range(1,layer.generator.proto.parameters.len()+1):
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par = layer.generator.proto.parameters[a]
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val = 1.0*a*random.random()
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print " *",par.name,par.description,val
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par.setValue(val)
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layer.generator.set_parameter(a)
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return layer
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layer = create_layer(freejc,"partik0l")
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layer2 = create_layer(freejc2,"partik0l")
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clearscreen = False
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doecho = False
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distort = False
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rotate = True
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xrot = yrot = zrot = 0.0
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textures = [0,1,2]
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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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glEnable(GL_BLEND)
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def load_textures():
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global textures
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# nehe texture
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texturefile = os.path.join('..','..','..','doc','ipernav.png')
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textureSurface = pygame.image.load(texturefile)
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textureData = pygame.image.tostring(textureSurface, "RGBX", 1)
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textures = glGenTextures(3)
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glBindTexture(GL_TEXTURE_2D, textures[0])
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, textureSurface.get_width(), textureSurface.get_height(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, textureData );
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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# freej texture
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layers = [None,layer,layer2]
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for idx in [1,2]:
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glBindTexture(GL_TEXTURE_2D, textures[idx])
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lay = layers[idx]
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, lay.geo.w, lay.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_LINEAR)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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def draw_freej_layer(ctx,layer,texturen):
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# draw freej
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#print "draw",ctx,layer,texturen
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glBindTexture(GL_TEXTURE_2D, textures[texturen])
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glLoadIdentity()
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glTranslatef(0.0,0.0,-1.0) # XXX if this is not used, doesnt draw :P
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glPixelZoom(-1.0,-1.0)
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glViewport(layer.geo.w/2,layer.geo.h/2,layer.geo.w,layer.geo.h)
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ctx.cafudda(0.0)
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glColor3f (1.0, 1.0, 1.0)
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glPixelZoom(1.0,1.0)
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glViewport(0,0,layer.geo.w,layer.geo.h)
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 0, 0, layer.geo.w,layer.geo.h, 0)
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glViewport(0,0,800,600)
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# end draw freej
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def draw():
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global xrot, yrot, zrot
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# alpha blending
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glBlendFunc( GL_SRC_ALPHA, GL_ONE )
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if random.random() < 0.5:
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draw_freej_layer(freejc,layer,1)
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draw_freej_layer(freejc2,layer2,2)
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else:
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draw_freej_layer(freejc2,layer2,2)
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draw_freej_layer(freejc,layer,1)
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# add blending
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glBlendFunc( GL_ONE, GL_ONE )
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# clear screen (or not)
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if clearscreen:
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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else:
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glClear(GL_DEPTH_BUFFER_BIT)
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if doecho:
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sep = math.sin(time.time())
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for i in range(10):
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draw_cube(sep*5*i,1.0/(i+1))
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else:
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draw_cube(0.0,1.0)
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if rotate:
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xrot = xrot + 0.1
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yrot = yrot + 0.1
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zrot = zrot + 0.1
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def draw_cube(ang,col):
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glColor3f (col,col,col)
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# now typical stuff
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glLoadIdentity()
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glTranslatef(0.0,0.0,-5.0)
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glRotatef(xrot+ang,1.0,0.0,0.0)
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glRotatef(yrot+ang,0.0,1.0,0.0)
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glRotatef(zrot+ang,0.0,0.0,1.0)
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#scale = (1/(col-0.51))*0.1
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#glScalef(scale,scale,scale)
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glDisable(GL_DEPTH_TEST)
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glBindTexture(GL_TEXTURE_2D, textures[0])
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glBegin(GL_QUADS)
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# Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) # Top Right Of The Texture and Quad
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glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) # Top Left Of The Texture and Quad
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glEnd();
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glBindTexture(GL_TEXTURE_2D, textures[1])
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glBegin(GL_QUADS)
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# Back Face
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glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) # Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
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glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
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glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) # Bottom Left Of The Texture and Quad
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# Top Face
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glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
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glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0) # Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0) # Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
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glEnd();
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# Bottom Face
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glBindTexture(GL_TEXTURE_2D, textures[2])
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glBegin(GL_QUADS)
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glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0) # Top Right Of The Texture and Quad
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glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0) # Top Left Of The Texture and Quad
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glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
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# Right face
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glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) # Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
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glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) # Top Left Of The Texture and Quad
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glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
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# Left Face
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glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) # Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) # Top Right Of The Texture and Quad
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glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
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glEnd();
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glEnable(GL_DEPTH_TEST)
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def main():
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global clearscreen,doecho,rotate
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video_flags = OPENGL|DOUBLEBUF
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pygame.init()
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surface = pygame.display.set_mode((800,600), video_flags)
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resize((800,600))
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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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elif event.type == KEYDOWN:
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if event.key == K_1:
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clearscreen = 1-clearscreen
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if event.key == K_2:
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doecho = 1-doecho
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if event.key == K_3:
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rotate = 1-rotate
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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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