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a/MojangAtlas/pack.png.png b/MojangAtlas/pack.png.png new file mode 100644 index 0000000..4dded00 Binary files /dev/null and b/MojangAtlas/pack.png.png differ diff --git a/__pycache__/functions.cpython-38.pyc b/__pycache__/functions.cpython-38.pyc new file mode 100644 index 0000000..b59d890 Binary files /dev/null and b/__pycache__/functions.cpython-38.pyc differ diff --git a/cam-movement-OBSOLETE.py b/cam-movement-OBSOLETE.py new file mode 100644 index 0000000..1ed9eaa --- /dev/null +++ b/cam-movement-OBSOLETE.py @@ -0,0 +1,120 @@ +import pygame +from pygame.locals import * + +from OpenGL.GL import * +from OpenGL.GLU import * + +import math + +pygame.init() +display = (400, 300) +scree = pygame.display.set_mode(display, DOUBLEBUF | OPENGL) + +glEnable(GL_DEPTH_TEST) +glEnable(GL_LIGHTING) +glShadeModel(GL_SMOOTH) +glEnable(GL_COLOR_MATERIAL) +glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) + +glEnable(GL_LIGHT0) +glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5, 1]) +glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1]) + +sphere = gluNewQuadric() + +glMatrixMode(GL_PROJECTION) +gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) + +glMatrixMode(GL_MODELVIEW) +gluLookAt(0, -8, 0, 0, 0, 0, 0, 0, 1) +viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) +glLoadIdentity() + +# init mouse movement and center mouse on screen +displayCenter = [scree.get_size()[i] // 2 for i in range(2)] +mouseMove = [0, 0] +pygame.mouse.set_pos(displayCenter) + +up_down_angle = 0.0 +paused = False +run = True +while run: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + run = False + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN: + run = False + if event.key == pygame.K_PAUSE or event.key == pygame.K_p: + paused = not paused + pygame.mouse.set_pos(displayCenter) + if not paused: + if event.type == pygame.MOUSEMOTION: + mouseMove = [event.pos[i] - displayCenter[i] for i in range(2)] + pygame.mouse.set_pos(displayCenter) + + if not paused: + # get keys + keypress = pygame.key.get_pressed() + #mouseMove = pygame.mouse.get_rel() + + # init model view matrix + glLoadIdentity() + + # apply the look up and down + up_down_angle += mouseMove[1]*0.1 + glRotatef(up_down_angle, 1.0, 0.0, 0.0) + + # init the view matrix + glPushMatrix() + glLoadIdentity() + + # apply the movment + if keypress[pygame.K_w]: + glTranslatef(0,0,0.1) + if keypress[pygame.K_s]: + glTranslatef(0,0,-0.1) + if keypress[pygame.K_d]: + glTranslatef(-0.1,0,0) + if keypress[pygame.K_a]: + glTranslatef(0.1,0,0) + + # apply the left and right rotation + glRotatef(mouseMove[0]*0.1, 0.0, 1.0, 0.0) + + # multiply the current matrix by the get the new view matrix and store the final vie matrix + glMultMatrixf(viewMatrix) + viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) + + # apply view matrix + glPopMatrix() + glMultMatrixf(viewMatrix) + + glLightfv(GL_LIGHT0, GL_POSITION, [1, -1, 1, 0]) + + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) + + glPushMatrix() + + glColor4f(0.5, 0.5, 0.5, 1) + glBegin(GL_QUADS) + glVertex3f(-10, -10, -2) + glVertex3f(10, -10, -2) + glVertex3f(10, 10, -2) + glVertex3f(-10, 10, -2) + glEnd() + + glTranslatef(-1.5, 0, 0) + glColor4f(0.5, 0.2, 0.2, 1) + gluSphere(sphere, 1.0, 32, 16) + + glTranslatef(3, 0, 0) + glColor4f(0.2, 0.2, 0.5, 1) + gluSphere(sphere, 1.0, 32, 16) + + glPopMatrix() + + pygame.display.flip() + pygame.time.wait(10) + +pygame.quit() diff --git a/cam-movement.py b/cam-movement.py old mode 100644 new mode 100755 index c776dad..66015f3 --- a/cam-movement.py +++ b/cam-movement.py @@ -1,214 +1,191 @@ -import pygame -from pygame.locals import * - -from OpenGL.GL import * -from OpenGL.GLU import * - -import math - - - -def verts(x, y, z, n): - vertices = ( - (1+(2*x), -1+(2*y), -1+(2*z)), - (1+(2*x), 1+(2*y), -1+(2*z)), - (-1+(2*x), 1+(2*y), -1+(2*z)), - (-1+(2*x), -1+(2*y), -1+(2*z)), - (1+(2*x), -1+(2*y), 1+(2*z)), - (1+(2*x), 1+(2*y), 1+(2*z)), - (-1+(2*x), -1+(2*y), 1+(2*z)), - (-1+(2*x), 1+(2*y), 1+(2*z)) - ) - return(vertices) - -print(verts(0, 0, 0, 1)) - - - -edges = ( - (0,1), - (0,3), - (0,4), - (2,1), - (2,3), - (2,7), - (6,3), - (6,4), - (6,7), - (5,1), - (5,4), - (5,7) - ) - -colors = ( - (1,0,0), - (0,1,0), - (0,0,1), - (0,1,0), - (1,1,1), - (0,1,1), - (1,0,0), - (0,1,0), - (0,0,1), - (1,0,0), - (1,1,1), - (0,1,1), - ) - -surfaces = ( - (0,1,2,3), - (3,2,7,6), - (6,7,5,4), - (4,5,1,0), - (1,5,7,2), - (4,0,3,6) - ) - - -def Cube(vx,vy,vz): - glBegin(GL_QUADS) - for surface in surfaces: - x = 0 - for vertex in surface: - x+=1 - glColor3fv(colors[x]) - glVertex3fv(verts(vx,vy,vz,1)[vertex]) - glEnd() - - """ - glBegin(GL_LINES) - for edge in edges: - for vertex in edge: - glVertex3fv(verts(vx,vy,vz,1)[vertex]) - glEnd()""" - - - - - - - -pygame.init() -display = (800, 600) -scree = pygame.display.set_mode(display, DOUBLEBUF | OPENGL) - -glEnable(GL_DEPTH_TEST) -glEnable(GL_LIGHTING) -glShadeModel(GL_SMOOTH) -glEnable(GL_COLOR_MATERIAL) -glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) - -glEnable(GL_LIGHT0) -glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5, 1]) -glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1]) - -sphere = gluNewQuadric() - -glMatrixMode(GL_PROJECTION) -gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) - -glMatrixMode(GL_MODELVIEW) -gluLookAt(0, -8, 0, 0, 0, 0, 0, 0, 1) -viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) -glLoadIdentity() - -# init mouse movement and center mouse on screen -displayCenter = [scree.get_size()[i] // 2 for i in range(2)] -mouseMove = [0, 0] -pygame.mouse.set_pos(displayCenter) - -up_down_angle = 0.0 -paused = False -run = True -while run: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - run = False - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN: - run = False - if event.key == pygame.K_PAUSE or event.key == pygame.K_p: - paused = not paused - pygame.mouse.set_pos(displayCenter) - if not paused: - if event.type == pygame.MOUSEMOTION: - mouseMove = [event.pos[i] - displayCenter[i] for i in range(2)] - pygame.mouse.set_pos(displayCenter) - - if not paused: - # get keys - keypress = pygame.key.get_pressed() - #mouseMove = pygame.mouse.get_rel() - - # init model view matrix - glLoadIdentity() - - # apply the look up and down - up_down_angle += mouseMove[1]*0.1 - glRotatef(up_down_angle, 1.0, 0.0, 0.0) - - # init the view matrix - glPushMatrix() - glLoadIdentity() - - # apply the movment - if keypress[pygame.K_w]: - glTranslatef(0,0,0.1) - if keypress[pygame.K_s]: - glTranslatef(0,0,-0.1) - if keypress[pygame.K_d]: - glTranslatef(-0.1,0,0) - if keypress[pygame.K_a]: - glTranslatef(0.1,0,0) - if keypress[pygame.K_LSHIFT]: - glTranslatef(0,0.5,0) - if keypress[pygame.K_SPACE]: - glTranslatef(0,-0.5,0) - - # apply the left and right rotation - glRotatef(mouseMove[0]*0.1, 0.0, 1.0, 0.0) - - # multiply the current matrix by the get the new view matrix and store the final vie matrix - glMultMatrixf(viewMatrix) - viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) - - # apply view matrix - glPopMatrix() - glMultMatrixf(viewMatrix) - - glLightfv(GL_LIGHT0, GL_POSITION, [1, -1, 1, 0]) - - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) - - glPushMatrix() - - - - Cube(0,0,0) - Cube(1,0,0) - Cube(0,1,0) - Cube(0,0,1) - Cube(-2,0,0) - - glColor4f(0.5, 0.5, 0.5, 1) - glBegin(GL_QUADS) - glVertex3f(-10, -10, -2) - glVertex3f(10, -10, -2) - glVertex3f(10, 10, -2) - glVertex3f(-10, 10, -2) - glEnd() - - glTranslatef(-1.5, 0, 0) - glColor4f(0.5, 0.2, 0.2, 1) - gluSphere(sphere, 1.0, 32, 16) - - glTranslatef(3, 0, 0) - glColor4f(0.2, 0.2, 0.5, 1) - gluSphere(sphere, 1.0, 32, 16) - - glPopMatrix() - - pygame.display.flip() - pygame.time.wait(10) - -pygame.quit() +import pygame +from pygame.locals import * + +from OpenGL.GL import * +from OpenGL.GLU import * + +import math +import functions +import sys + +cube = functions.CubeClass() + +#block type names and location on template go here +BLOCK1 = functions.tex_coords((3, 0), (3, 0), (3, 0)) +DIRT = functions.tex_coords((0, 1), (0, 1), (0, 1)) +print(BLOCK1) + +pygame.init() +display = (800, 600) +scree = pygame.display.set_mode(display, RESIZABLE | DOUBLEBUF | OPENGL) +clock = pygame.time.Clock() + + +glEnable(GL_DEPTH_TEST) +glEnable(GL_LIGHTING) +glShadeModel(GL_SMOOTH) +glEnable(GL_COLOR_MATERIAL) +glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) + +glEnable(GL_LIGHT0) +glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5, 1]) +glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1]) + +glEnable(GL_CULL_FACE) +glFrontFace(GL_CCW) +""" +glClearColor(0.0, 0.0, 0.0, 0.0) +glClearDepth(1.0) + +glDepthMask(GL_TRUE) +glDepthFunc(GL_LESS) +glEnable(GL_DEPTH_TEST) +glEnable(GL_CULL_FACE) +glCullFace(GL_FRONT) +glFrontFace(GL_CCW) +##glShadeModel(GL_SMOOTH) +glDepthRange(0.0,1.0) +""" + + + +sphere = gluNewQuadric() + +glMatrixMode(GL_PROJECTION) +gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) + +glMatrixMode(GL_MODELVIEW) +gluLookAt(0, -8, 0, 0, 0, 0, 0, 0, 1) +viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) +glLoadIdentity() + +# init mouse movement and center mouse on screen +displayCenter = [scree.get_size()[i] // 2 for i in range(2)] +mouseMove = [0, 0] +pygame.mouse.set_pos(displayCenter) + +functions.loadTexture() + +steveViewz = 0 +up_down_angle = 0.0 +paused = False +run = True +while run: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + run = False + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN: + run = False + if event.key == pygame.K_PAUSE or event.key == pygame.K_p: + paused = not paused + pygame.mouse.set_pos(displayCenter) + if not paused: + if event.type == pygame.MOUSEMOTION: + mouseMove = [event.pos[i] - displayCenter[i] for i in range(2)] + pygame.mouse.set_pos(displayCenter) + + if not paused: + # get keys + keypress = pygame.key.get_pressed() + #mouseMove = pygame.mouse.get_rel() + + # init model view matrix + glLoadIdentity() + + # apply the look up and down + up_down_angle += mouseMove[1]*0.1 + glRotatef(up_down_angle, 1.0, 0.0, 0.0) + + # init the view matrix + glPushMatrix() + glLoadIdentity() + + # apply the movment + if keypress[pygame.K_w]: + glTranslatef(0,0,0.1) + if keypress[pygame.K_s]: + glTranslatef(0,0,-0.1) + if keypress[pygame.K_d]: + glTranslatef(-0.1,0,0) + if keypress[pygame.K_a]: + glTranslatef(0.1,0,0) + if keypress[pygame.K_LSHIFT] and steveViewz > -5: + glTranslatef(0,0.5,0) + steveViewz -= 0.5 + print(steveViewz) + if keypress[pygame.K_SPACE]: + glTranslatef(0,-0.5,0) + steveViewz += 0.5 + print(steveViewz) + + # apply the left and right rotation + glRotatef(mouseMove[0]*0.1, 0.0, 1.0, 0.0) + + # multiply the current matrix by the get the new view matrix and store the final vie matrix + glMultMatrixf(viewMatrix) + viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) + + # apply view matrix + glPopMatrix() + glMultMatrixf(viewMatrix) + + #glLightfv(GL_LIGHT0, GL_POSITION, [1, -1, 1, 0]) + + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) + + ###scree.blit(functions.update_fps(), (10,0)) + + glPushMatrix() + + + cube.Cube(0,0,0,BLOCK1) + + + cube.Cube(0,0,0,BLOCK1) + cube.Cube(1,0,0,BLOCK1) + cube.Cube(0,1,0,BLOCK1) + cube.Cube(0,0,1,BLOCK1) + cube.Cube(-2,0,0,BLOCK1) + + for i in range(10): + cube.Cube(i-5,-5,0,DIRT) + cube.Cube(-5,i-5,0,DIRT) + cube.Cube(i-5,4,0,DIRT) + cube.Cube(4,i-5,0,DIRT) + + + #functions.Cube(0,-0.5,0,BLOCK1) + """ + glDisable(GL_CULL_FACE) + glDisable(GL_TEXTURE_2D) + glColor4f(0.5, 0.5, 0.5, 1) + glBegin(GL_QUADS) + glVertex3f(-10, -10, -1) + glVertex3f(10, -10, -1) + glVertex3f(10, 10, -1) + glVertex3f(-10, 10, -1) + glEnd()""" + + functions.Plane((-10, -10, -1), (10, -10, -1), (10, 10, -1), (-10, 10, -1), False) + + """ + glEnable(GL_CULL_FACE) + glCullFace(GL_BACK) + glTranslatef(-1.5, 0, 0) + glColor4f(0.5, 0.2, 0.2, 1) + gluSphere(sphere, 1.0, 32, 16) + + glTranslatef(3, 0, 0) + glColor4f(0.2, 0.2, 0.5, 1) + gluSphere(sphere, 1.0, 32, 16) + """ + glColor3f(1, 1, 1) + + glPopMatrix() + + clock.tick(60) + pygame.display.flip() + #print(int(clock.get_fps())) + +pygame.quit() diff --git a/functions.py b/functions.py new file mode 100755 index 0000000..d35b5db --- /dev/null +++ b/functions.py @@ -0,0 +1,172 @@ +import pygame +from pygame.locals import * + +from OpenGL.GL import * +from OpenGL.GLU import * + +def tex_coord(x, y, n=4): + """ Return the bounding vertices of the texture square. + + """ + m = 1.0 / n + dx = x * m + dy = y * m + return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m +# + #Should switch to something like this: + #return (dx, dy), (dx + m), (dy, dx + m), (dy + m), (dx, dy + m) + #would require a change in the way Cube() calls block. ("block[][]" currently) + +def tex_coords(top, bottom, side): + """ Return a list of the texture squares for the top, bottom and side. + + """ + top = tex_coord(*top) + bottom = tex_coord(*bottom) + side = tex_coord(*side) + result = [ + (top), + (bottom), + (side), + (side), + (side), + (side), + ] + return result + + +#block type names and location on template go here +BLOCK1 = tex_coords((3, 0), (3, 0), (3, 0)) + + +def verts(x, y, z, n): + vertices = ( + (1+(2*x), -1+(2*y), -1+(2*z)), + (1+(2*x), 1+(2*y), -1+(2*z)), + (1+(2*x), 1+(2*y), 1+(2*z)),## + (1+(2*x), -1+(2*y), 1+(2*z)),# + (-1+(2*x), -1+(2*y), -1+(2*z)),# + (-1+(2*x), 1+(2*y), -1+(2*z)),## + (-1+(2*x), -1+(2*y), 1+(2*z)), + (-1+(2*x), 1+(2*y), 1+(2*z)) + ) + return(vertices) + +#print(verts(1, 0, 0, 1)) + + + +edges = ( + (0,1), + (0,3), + (0,4), + (2,1), + (2,3), + (2,7), + (6,3), + (6,4), + (6,7), + (5,1), + (5,4), + (5,7) + ) + +#bump these over one number to rotate texture +surfaces = ( + (0,1,2,3),#RIGHT + (6,3,2,7),#TOP + (5,4,6,7),#LEFT + (0,4,5,1),#BOTTOM + (1,5,7,2),#BACK + (4,0,3,6)#FRONT + ) + + +forced = False + +class CubeClass: + def Cube(self,vx,vy,vz,block): + glEnable(GL_CULL_FACE) + glCullFace(GL_BACK) + glEnable(GL_TEXTURE_2D) + if not forced: + glBegin(GL_QUADS) + y = 0 + for surface in surfaces: + x = 0 + y+=1 + for vertex in surface: + x+=1 + glTexCoord2f(block[y-1][2*(x-1)], block[y-1][(2*x)-1]) + ###this below needs to list face points in CCW order from the bottom left!! + glVertex3fv(verts(vx+0.5,vy+0.5,vz,1)[vertex]) + glEnd() + + + glDisable(GL_TEXTURE_2D) + glBegin(GL_LINES) + for edge in edges: + for vertex in edge: + glVertex3fv(verts(vx+0.5,vy+0.5,vz,1)[vertex]) + glEnd() + else: + texX = 0.75 + texY = 0.25 + glBegin(GL_QUADS) + glTexCoord2f(0.0+texX, 0.0) + glVertex3f(-1.0, -1.0, 1.0) + glTexCoord2f(0.25+texX, 0.0) + glVertex3f(1.0, -1.0, 1.0) + glTexCoord2f(0.25+texX, 0.25) + glVertex3f(1.0, 1.0, 1.0) + glTexCoord2f(0.0+texX, 0.25) + glVertex3f(-1.0, 1.0, 1.0) + glEnd() + + +def Plane(tl, tr, bl, br, culling): + glDisable(GL_CULL_FACE) + glDisable(GL_TEXTURE_2D) + glColor4f(0.5, 0.5, 0.5, 1) + glBegin(GL_QUADS) + glVertex3f(tl[0], tl[1], tl[2]) + glVertex3f(tr[0], tr[1], tr[2]) + glVertex3f(bl[0], bl[1], bl[2]) + glVertex3f(br[0], br[1], br[2]) + glEnd() + + +def loadTexture(): + textureSurface = pygame.image.load('texture2.png') + textureData = pygame.image.tostring(textureSurface, "RGBA", 1) + width = textureSurface.get_width() + height = textureSurface.get_height() + + glColor3f(0.5, 0.5, 0.5) + glEnable(GL_TEXTURE_2D) + texid = glGenTextures(1) + + glBindTexture(GL_TEXTURE_2D, texid) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, + 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData) + + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) + + return texid + + glDisable(GL_TEXTURE_2D) + + +pygame.font.init() +clock = pygame.time.Clock() +font = pygame.font.SysFont("Arial", 18) + + +def update_fps(): + fps = str(int(clock.get_fps())) + fps_text = font.render(fps, 1, pygame.Color("coral")) + return fps_text + diff --git a/pure-tutorial/1.py b/pure-tutorial/1.py new file mode 100644 index 0000000..9c2cd5b --- /dev/null +++ b/pure-tutorial/1.py @@ -0,0 +1,28 @@ +import OpenGL +from OpenGL.GL import * +from OpenGL.GLUT import * + + +width, height = 500, 400 + + + +def draw(): + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) + glLoadIdentity() + + glutWireTeapot(0.5) + #glFlush() + + glutSwapBuffers() + + + +glutInit() +glutInitDisplayMode(GLUT_RGBA ) +glutInitWindowSize(width, height) +glutInitWindowPosition(200, 200) +window = glutCreateWindow("Opengl Window In Python") +glutDisplayFunc(draw) +glutIdleFunc(draw) +glutMainLoop() diff --git a/pure-tutorial/2.py b/pure-tutorial/2.py new file mode 100644 index 0000000..849366f --- /dev/null +++ b/pure-tutorial/2.py @@ -0,0 +1,100 @@ +from OpenGL.GLUT import * +from OpenGL.GL import * +from OpenGL.GL import shaders +import numpy as np + +VERTEX_SHADER = """ + +#version 330 + + in vec4 position; + void main() { + gl_Position = position; + +} + + +""" + + + +FRAGMENT_SHADER = """ +#version 330 + + void main() { + + gl_FragColor = + + vec4(1.0f, 0.0f,0.0f,1.0f); + + } + +""" + +shaderProgram = None + + + + + +def initliaze(): + global VERTEXT_SHADER + global FRAGMEN_SHADER + global shaderProgram + + + + #vertexshader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER) + #fragmentshader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER) + + + + #shaderProgram = shaders.compileProgram(vertexshader, fragmentshader) + + + + triangles = [-0.5, -0.5, 0.0, + 0.5, -0.5, 0.0, + 0.0, 0.5, 0.0] + + triangles = np.array(triangles, dtype=np.float32) + + + + VBO = glGenBuffers(1) + glBindBuffer(GL_ARRAY_BUFFER, VBO) + glBufferData(GL_ARRAY_BUFFER, triangles.nbytes, triangles, GL_STATIC_DRAW) + + + position = glGetAttribLocation(shaderProgram, 'position') + glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, None) + glEnableVertexAttribArray(position) + + +def render(): + global shaderProgram + global VAO + glClearColor(0, 0, 0, 1) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) + + + glUseProgram(shaderProgram) + + glDrawArrays(GL_TRIANGLES, 0, 3) + + glUseProgram(0) + glutSwapBuffers() + + +def main(): + + glutInit([]) + glutInitWindowSize(640, 480) + glutCreateWindow("pyopengl with glut") + initliaze() + glutDisplayFunc(render) + glutMainLoop() + + +if __name__ == '__main__': + main() diff --git a/pyopengl-cube-OBSOLETE.py b/pyopengl-cube-OBSOLETE.py index ff5aec7..10632a6 100644 --- a/pyopengl-cube-OBSOLETE.py +++ b/pyopengl-cube-OBSOLETE.py @@ -3,28 +3,56 @@ from OpenGL.GL import * from OpenGL.GLU import * -""" -verticies = ( - (1, -1, -1), - (1, 1, -1), - (-0, 0, -0), - (-1, -1, -1), - (1, -1, 1), - (1, 1, 1), - (-1, -1, 1), - (-1, 1, 1) - ) -""" + +import math + + + +def tex_coord(x, y, n=4): + """ Return the bounding vertices of the texture square. + + """ + m = 1.0 / n + dx = x * m + dy = y * m + return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m + + +def tex_coords(top, bottom, side): + """ Return a list of the texture squares for the top, bottom and side. + + """ + top = tex_coord(*top) + bottom = tex_coord(*bottom) + side = tex_coord(*side) + result = [ + (top), + (bottom), + (side), + (side), + (side), + (side), + ] + """result = [] + result.extend(top) + result.extend(bottom) + result.extend(side * 4)""" + return result + +#block type names and location on template go here +BLOCK1 = tex_coords((3, 0), (3, 0), (3, 0)) + + def verts(x, y, z, n): vertices = ( + (-1+(2*x), -1+(2*y), -1+(2*z)), (1+(2*x), -1+(2*y), -1+(2*z)), (1+(2*x), 1+(2*y), -1+(2*z)), (-1+(2*x), 1+(2*y), -1+(2*z)), - (-1+(2*x), -1+(2*y), -1+(2*z)), + (-1+(2*x), -1+(2*y), 1+(2*z)), (1+(2*x), -1+(2*y), 1+(2*z)), + (-1+(2*x), 1+(2*y), 1+(2*z)), (1+(2*x), 1+(2*y), 1+(2*z)), - (-1+(2*x), -1+(2*y), 1+(2*z)), - (-1+(2*x), 1+(2*y), 1+(2*z)) ) return(vertices) @@ -71,38 +99,150 @@ def verts(x, y, z, n): (4,0,3,6) ) +forced=False + +def Cube(vx,vy,vz,block): + if not forced: + glBegin(GL_QUADS) + y = 0 + for surface in surfaces: + x = 0 + y+=1 + for vertex in surface: + x+=1 + #glColor3fv(colors[x]) + glTexCoord2f(block[y-1][2*(x-1)], block[y-1][(2*x)-1]) + #print(block[y-1][2*(x-1)], block[y-1][(2*x)-1]) + glVertex3fv(verts(vx,vy,vz,1)[vertex]) + glEnd() -def Cube(vx,vy,vz): - glBegin(GL_QUADS) - for surface in surfaces: - x = 0 - for vertex in surface: - x+=1 - glColor3fv(colors[x]) - glVertex3fv(verts(vx,vy,vz,1)[vertex]) - glEnd() + + glBegin(GL_LINES) + for edge in edges: + for vertex in edge: + glVertex3fv(verts(vx,vy,vz,1)[vertex]) + glEnd() + else: + texX = 0.75 + texY = 0.25 + glBegin(GL_QUADS) + glTexCoord2f(0.0+texX, 0.0) + glVertex3f(-1.0, -1.0, 1.0) + glTexCoord2f(0.25+texX, 0.0) + glVertex3f(1.0, -1.0, 1.0) + glTexCoord2f(0.25+texX, 0.25) + glVertex3f(1.0, 1.0, 1.0) + glTexCoord2f(0.0+texX, 0.25) + glVertex3f(-1.0, 1.0, 1.0) + """glTexCoord2f(texX, 0.0) + glVertex3f(-1.0, -1.0, -1.0) + glTexCoord2f(texX, texY) + glVertex3f(-1.0, 1.0, -1.0) + glTexCoord2f(0.0, texY) + glVertex3f(1.0, 1.0, -1.0) + glTexCoord2f(0.0, 0.0) + glVertex3f(1.0, -1.0, -1.0) + glTexCoord2f(0.0, texY) + glVertex3f(-1.0, 1.0, -1.0) + glTexCoord2f(0.0, 0.0) + glVertex3f(-1.0, 1.0, 1.0) + glTexCoord2f(texX, 0.0) + glVertex3f(1.0, 1.0, 1.0) + glTexCoord2f(texX, texY) + glVertex3f(1.0, 1.0, -1.0) + glTexCoord2f(texX, texY) + glVertex3f(-1.0, -1.0, -1.0) + glTexCoord2f(0.0, texY) + glVertex3f(1.0, -1.0, -1.0) + glTexCoord2f(0.0, 0.0) + glVertex3f(1.0, -1.0, 1.0) + glTexCoord2f(texX, 0.0) + glVertex3f(-1.0, -1.0, 1.0) + glTexCoord2f(texX, 0.0) + glVertex3f(1.0, -1.0, -1.0) + glTexCoord2f(texX, texY) + glVertex3f(1.0, 1.0, -1.0) + glTexCoord2f(0.0, texY) + glVertex3f(1.0, 1.0, 1.0) + glTexCoord2f(0.0, 0.0) + glVertex3f(1.0, -1.0, 1.0) + glTexCoord2f(0.0, 0.0) + glVertex3f(-1.0, -1.0, -1.0) + glTexCoord2f(texX, 0.0) + glVertex3f(-1.0, -1.0, 1.0) + glTexCoord2f(texX, texY) + glVertex3f(-1.0, 1.0, 1.0) + glTexCoord2f(0.0, texY) + glVertex3f(-1.0, 1.0, -1.0)""" + glEnd() - glBegin(GL_LINES) - for edge in edges: - for vertex in edge: - glVertex3fv(verts(vx,vy,vz,1)[vertex]) - glEnd() + +def loadTexture(): + textureSurface = pygame.image.load('texture2.png') + textureData = pygame.image.tostring(textureSurface, "RGBA", 1) + width = textureSurface.get_width() + height = textureSurface.get_height() + + glEnable(GL_TEXTURE_2D) + texid = glGenTextures(1) + + glBindTexture(GL_TEXTURE_2D, texid) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, + 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData) + + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) + + return texid + def main(): pygame.init() display = (800,600) pygame.display.set_mode(display, DOUBLEBUF|OPENGL) + glClearColor(0.0, 0.0, 0.0, 0.0) + glClearDepth(1.0) + + glDepthMask(GL_TRUE) + glDepthFunc(GL_LESS) + glEnable(GL_DEPTH_TEST) + #glEnable(GL_CULL_FACE) + #glCullFace(GL_FRONT) + ##glFrontFace(GL_CCW) + ##glShadeModel(GL_SMOOTH) + glDepthRange(0.0,1.0) + + glMatrixMode(GL_PROJECTION) gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) + glMatrixMode(GL_MODELVIEW) + gluLookAt(0, -8, 0, 0, 0, 0, 0, 0, 1) + viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) + glLoadIdentity() + + + + glTranslatef(0,0, -10) glRotatef(25, 2, 1, 0) + loadTexture() - - while True: + + run = True + while run: + # init model view matrix + glLoadIdentity() + + # init the view matrix + glPushMatrix() + glLoadIdentity() + for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() @@ -147,12 +287,20 @@ def main(): glTranslatef(0,0,-1.0) #glRotatef(1, 3, 1, 1) + # multiply the current matrix by the get the new view matrix and store the final vie matrix + glMultMatrixf(viewMatrix) + viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX) + + # apply view matrix + glPopMatrix() + glMultMatrixf(viewMatrix) + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) - Cube(0,0,0) - Cube(1,0,0) - Cube(0,1,0) - Cube(0,0,1) - Cube(-2,0,0) + Cube(0,0,0,BLOCK1) + Cube(1,0,0,BLOCK1) + Cube(0,1,0,BLOCK1) + Cube(0,0,1,BLOCK1) + Cube(-2,0,0,BLOCK1) pygame.display.flip() pygame.time.wait(10) diff --git a/texture.png b/texture.png new file mode 100644 index 0000000..9d05a7e Binary files /dev/null and b/texture.png differ diff --git a/texture2.png b/texture2.png new file mode 100644 index 0000000..d185746 Binary files /dev/null and b/texture2.png differ diff --git a/wood.png b/wood.png new file mode 100644 index 0000000..52f01a5 Binary files /dev/null and b/wood.png differ