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Copy pathearth.py
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134 lines (99 loc) · 3.68 KB
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# super simple 3d earth, texmapped sphere, no fragment shader
import pygame, math, time
from pygame.locals import *
from OpenGL.GL import *
#from OpenGL.GLU import *
def loadTexture():
textureSurface = pygame.image.load('earth.jpg')
textureData = pygame.image.tostring(textureSurface, "RGBA", True)
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 init():
pygame.init()
display = (900,900)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
glMatrixMode(GL_PROJECTION) # operate on projection (world)
glLoadIdentity()
#gluPerspective(40.0, display[0]/display[1], 0.1, 200.0)
glOrtho(-25,25,-25,25,0,50.0)
glTranslatef(0,0,-50)
glFrontFace(GL_CCW)
glEnable(GL_DEPTH_TEST)
loadTexture()
def drawSphere(r,lats,longs):
for i in range(lats+1):
lat0 = math.pi * (-0.5 + (i - 1) / lats)
z0 = math.sin(lat0)
zr0 = math.cos(lat0)
lat1 = math.pi * (-0.5 + i / lats)
z1 = math.sin(lat1)
zr1 = math.cos(lat1)
glBegin(GL_QUAD_STRIP);
for j in range (longs+1):
lng = 2 * math.pi * (j - 1) / longs
x = math.cos(lng)
y = math.sin(lng)
u = i / longs
v = j / lats
u1 = (i + 1) / longs
#glNormal3f(x * zr0, y * zr0, z0)
glTexCoord2f(v, u)
glVertex3f(r * x * zr0, r * y * zr0, r * z0)
#glNormal3f(x * zr1, y * zr1, z1)
glTexCoord2f(v, u1)
glVertex3f(r * x * zr1, r * y * zr1, r * z1)
glEnd()
def render():
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW) # operate on model
glLoadIdentity()
glTranslatef(0,0, 0)
glRotatef(270,1,0,0)
#glRotatef(-30,0,1,0)
#glu depreciated...
#gluQuad = gluNewQuadric()
#gluQuadricTexture(gluQuad,GL_TRUE)
#gluSphere(gluQuad,15,25,25)
drawSphere(15,25,25)
pygame.display.flip()
dragging = False
lastx = lasty = 0
def game() :
global dragging, lastx, lasty
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN: dragging = True
if event.type == pygame.MOUSEBUTTONUP: dragging = False
if event.type == pygame.MOUSEMOTION and dragging == True:
mouse_x, mouse_y = event.pos
horiz = lastx - mouse_x
vert = lasty - mouse_y
lastx,lasty = event.pos
glMatrixMode(GL_PROJECTION)
glRotatef(1,-vert,-horiz,0)
if event.type == pygame.MOUSEWHEEL:
glMatrixMode(GL_PROJECTION)
if event.y == 1 : scale = 0.9
else: scale = 1.1
glScale(scale,scale,scale)
print(event.y)
glMatrixMode(GL_PROJECTION)
glRotate(-1,0,1,0)
init()
while True:
time.sleep(0.05)
game()
render()