#---Export module---
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
#---initialize pygame and define window size---
pygame.init()
#OPENGL| DOUBLEBUF=DOUBLEBUF|OPENGL
#DOUBLEBUF: Double buffer mode (recommended to be used with HWSURFACE or OPENGL) #Create
an OPENGL rendered display
pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF)
#---Tuple definition-- -
#Define the xyz coordinate points of the cube
CUBE_POINTS = ((0.5, -0.5, -0.5), (0.5, 0.5, -0.5), (-0.5, 0.5, -0.5), (-0.5, -0.5, -0.5) ,(0.5, -0.5, 0.5), (0.5, 0.5, 0.5),(-0.5, -0.5, 0.5), (-0.5, 0.5, 0.5)) #define
RGB colors
CUBE_COLORS = ((1, 0, 0 ), (1, 1, 0), (0, 1, 0), (0, 0, 0), (1, 0, 1), (1, 1, 1), (0, 0, 1), (0, 1, 1))
# Define a surface, four points form a surface
CUBE_QUAD_VERTS = ((0, 1, 2, 3), (3, 2, 7, 6), (6, 7, 5, 4), (4, 5, 1, 0), (1, 5, 7, 2), (4, 0, 3, 6))
# Define the line, two points form a line
CUBE_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),)
# ---Define the cube drawing function---
def drawcube():
# "Draw a cube", zip and list methods
allpoints = list(zip(CUBE_POINTS, CUBE_COLORS)) #Draw
area---start---end---
glBegin(GL_QUADS)
for face in CUBE_QUAD_VERTS:
for vert in face:
pos, color = allpoints[vert] #under
the second for
glColor3fv(color)
glVertex3fv(pos) #align
with the first for
glEnd()
#edge color Black
glColor3f(0, 0, 0)
# Draw a line---start---end---
glBegin(GL_LINES)
for line in CUBE_EDGES:
for vert in line:
pos, color = allpoints[vert]
glVertex3fv(pos)
glEnd()
#---Main function- -
def main():
glEnable(GL_DEPTH_TEST) #Initialize the
camera
glMatrixMode(GL_PROJECTION)
gluPerspective(45.0,640/480.0,0.1,100.0)
glTranslatef(0.0, 0.0, -3.0)
glRotatef(25, 1, 0, 0)
# Start the loop ---
while True: #event
detection
event = pygame.event.poll() #Define the
exit mechanism. In the while loop of pygame, this step must be set
if event.type == QUIT or (event.type = = KEYDOWN and event.key == K_ESCAPE):
break #Clear the
screen
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) #Camera
rotation
glRotatef(1,0,1,0)
drawcube() #Refresh the
screen
pygame.display.flip()
if __name__ =='__main__':
main()
The results show that: