• PYGAME


    pip install pygame
    download opengl-3.1.5 from https://www.lfd.uci.edu/~gohlke/pythonlibs/#pyopengl
    pip install pyglm
    

    Example:

    import pygame
    from OpenGL.GL import *
    from OpenGL.GLU import *
    from OpenGL.GL.shaders import *
    import ctypes
    import glm
    
    glsl_vert = """
    #version 330 core
    
    layout (location = 0) in vec3 a_pos;
    layout (location = 1) in vec4 a_col;
    
    out vec4 v_color;
    
    uniform mat4 u_proj; 
    uniform mat4 u_view; 
    uniform mat4 u_model; 
    
    void main()
    {
        v_color     = a_col;
        gl_Position = u_proj * u_view * u_model * vec4(a_pos.xyz, 1.0);
    }
    """
    
    glsl_frag = """
    #version 330 core
    
    out vec4 frag_color;
    in  vec4 v_color;
    
    void main()
    {
        frag_color = v_color;
    }
    """
    
    class Cube:
      
        def __init__(self):
            v = [(-1,-1,-1), ( 1,-1,-1), ( 1, 1,-1), (-1, 1,-1), (-1,-1, 1), ( 1,-1, 1), ( 1, 1, 1), (-1, 1, 1)]
            edges = [(0,1), (1,2), (2,3), (3,0), (4,5), (5,6), (6,7), (7,4), (0,4), (1,5), (2,6), (3,7)]
            surfaces = [(0,1,2,3), (5,4,7,6), (4,0,3,7),(1,5,6,2), (4,5,1,0), (3,2,6,7)]
            colors = [(1,0,0), (0,1,0), (0,0,1), (1,1,0), (1,0,1), (1,0.5,0)]
            line_color = [0, 0, 0]
    
            edge_attributes = []
            for e in edges:
                edge_attributes += v[e[0]]
                edge_attributes += line_color
                edge_attributes += v[e[1]]
                edge_attributes += line_color
    
            face_attributes = []
            for i, quad in enumerate(surfaces):
                for iv in quad:
                    face_attributes += v[iv]
                    face_attributes += colors[i]
    
            self.edge_vbo = glGenBuffers(1)
            glBindBuffer(GL_ARRAY_BUFFER, self.edge_vbo)
            glBufferData(GL_ARRAY_BUFFER, (GLfloat * len(edge_attributes))(*edge_attributes), GL_STATIC_DRAW)
            self.edge_vao = glGenVertexArrays(1)
            glBindVertexArray(self.edge_vao)
            glVertexAttribPointer(0, 3, GL_FLOAT, False, 6*ctypes.sizeof(GLfloat), ctypes.c_void_p(0)) 
            glEnableVertexAttribArray(0) 
            glVertexAttribPointer(1, 3, GL_FLOAT, False, 6*ctypes.sizeof(GLfloat), ctypes.c_void_p(3*ctypes.sizeof(GLfloat))) 
            glEnableVertexAttribArray(1) 
    
            self.face_vbos = glGenBuffers(1)
            glBindBuffer(GL_ARRAY_BUFFER, self.face_vbos)
            glBufferData(GL_ARRAY_BUFFER, (GLfloat * len(face_attributes))(*face_attributes), GL_STATIC_DRAW)
            self.face_vao = glGenVertexArrays(1)
            glBindVertexArray(self.face_vao)
            glVertexAttribPointer(0, 3, GL_FLOAT, False, 6*ctypes.sizeof(GLfloat), ctypes.c_void_p(0)) 
            glEnableVertexAttribArray(0) 
            glVertexAttribPointer(1, 3, GL_FLOAT, False, 6*ctypes.sizeof(GLfloat), ctypes.c_void_p(3*ctypes.sizeof(GLfloat))) 
            glEnableVertexAttribArray(1) 
    
        def draw(self):
            glEnable(GL_DEPTH_TEST)
    
            glLineWidth(5)
    
            glBindVertexArray(self.edge_vao)
            glDrawArrays(GL_LINES, 0, 12*2)
            glBindVertexArray(0)
    
            glEnable(GL_POLYGON_OFFSET_FILL)
            glPolygonOffset( 1.0, 1.0 )
    
            glBindVertexArray(self.face_vao)
            glDrawArrays(GL_QUADS, 0, 6*4)
            glBindVertexArray(0)
            
            glDisable(GL_POLYGON_OFFSET_FILL)
    
    def set_projection(w, h):
        return glm.perspective(glm.radians(45), w / h, 0.1, 50.0)
    
    pygame.init()
    window = pygame.display.set_mode((400, 300), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)
    clock = pygame.time.Clock()
    
    proj = set_projection(*window.get_size())
    view = glm.lookAt(glm.vec3(0, 0, 5), glm.vec3(0, 0, 0), glm.vec3(0, 1, 0))
    model = glm.mat4(1)
    cube = Cube()
    angle_x, angle_y = 0, 0
    
    program = compileProgram( 
        compileShader(glsl_vert, GL_VERTEX_SHADER),
        compileShader(glsl_frag, GL_FRAGMENT_SHADER))
    attrib = { a : glGetAttribLocation(program, a) for a in ['a_pos', 'a_col'] }
    print(attrib)
    uniform = { u : glGetUniformLocation(program, u) for u in ['u_model', 'u_view', 'u_proj'] }
    print(uniform)
    glUseProgram(program)
    
    run = True
    while run:
        clock.tick(60)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
            elif event.type == pygame.VIDEORESIZE:
                glViewport(0, 0, event.w, event.h)
                proj = set_projection(event.w, event.h)
    
        model = glm.mat4(1)
        model = glm.rotate(model, glm.radians(angle_y), glm.vec3(0, 1, 0))
        model = glm.rotate(model, glm.radians(angle_x), glm.vec3(1, 0, 0))
       
        glUniformMatrix4fv(uniform['u_proj'], 1, GL_FALSE, glm.value_ptr(proj))
        glUniformMatrix4fv(uniform['u_view'], 1, GL_FALSE, glm.value_ptr(view))
        glUniformMatrix4fv(uniform['u_model'], 1, GL_FALSE, glm.value_ptr(model))
    
        angle_x += 1
        angle_y += 0.4
    
        glClearColor(0.5, 0.5, 0.5, 1)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        cube.draw()    
        pygame.display.flip()
    
    pygame.quit()
    exit()
    
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  • 原文地址:https://www.cnblogs.com/xytpai/p/15404921.html
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