553 lines
19 KiB
Python
553 lines
19 KiB
Python
import random
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import sys
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print('64' if sys.maxsize > 2 ** 32 else '32')
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from wsgiref.validate import check_errors
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from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
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from OpenGL.GL.framebufferobjects import glBindFramebuffer
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from OpenGL.GLUT import *
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import OpenGL.GLUT.freeglut
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from OpenGL.GLU import *
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from OpenGL.GL import *
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from ctypes import sizeof, c_float, c_void_p, c_uint
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import sys
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import math as math
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from Objects.Cube.Cube import *
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from Objects.Cuboid.Cuboid import *
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from Objects.Structure import *
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from MatrixStuff.Transformations import *
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from Lights.Lights import *
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from Lights.LightingManager import *
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import numpy as np
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import time
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name = b'ball_glut'
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struct = None
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cstruct = None
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program_id = 0
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program2_id = 0
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program3_id = 0
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start = time.time()
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frames = 0
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width = 1920
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height = 1080
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opening = 45
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l = Light()
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def main():
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lm = LightingManager()
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# lm.addRenderStep(0,0)
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# lm.addRenderStep(1,1)
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# lm.removeRenderStep(0,0)
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glutInit(sys.argv)
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w = width
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h = height
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
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glutInitWindowSize(w, h)
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glutCreateWindow(name)
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# glutEnterGameMode()
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print("Vendor:", glGetString(GL_VENDOR))
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print("Renderer:", glGetString(GL_RENDERER))
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print("Version:", glGetString(GL_VERSION))
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print("GLSL:", glGetString(GL_SHADING_LANGUAGE_VERSION))
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c = Cube()
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cuboid = Cuboid()
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glClearColor(0., 0., 0., 1.)
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# glShadeModel(GL_SMOOTH)
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# glDisable(GL_CULL_FACE)
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glEnable(GL_CULL_FACE)
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glCullFace(GL_BACK)
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glEnable(GL_TEXTURE_2D)
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glEnable(GL_DEPTH_TEST)
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# glEnable(GL_LIGHTING)
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'''lightZeroPosition = [10.,4.,10.,1.]
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lightZeroColor = [0.8,1.0,0.8,1.0] #green tinged
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glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
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glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
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glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
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glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
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glEnable(GL_LIGHT0)'''
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glutDisplayFunc(display)
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glutReshapeFunc(resize)
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glutKeyboardFunc(keyboardHandler)
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glutSpecialFunc(funcKeydHandler)
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'''glMatrixMode(GL_PROJECTION)
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gluPerspective(40.,1.,1.,40.)
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glMatrixMode(GL_MODELVIEW)'''
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# gluLookAt(0,0,10,
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# 0,0,0,
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# 0,1,0)
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# glPushMatrix()
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with open('passthroughvertex.glsl', 'r') as f:
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vertex_shader_string = f.read()
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passthrough_vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
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glShaderSource(passthrough_vertex_shader_id, vertex_shader_string)
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glCompileShader(passthrough_vertex_shader_id)
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if glGetShaderiv(passthrough_vertex_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(passthrough_vertex_shader_id))
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with open('vertex.glsl', 'r') as f:
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vertex_shader_string = f.read()
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vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
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glShaderSource(vertex_shader_id, vertex_shader_string)
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glCompileShader(vertex_shader_id)
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if glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(vertex_shader_id))
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with open('texturefragment.glsl', 'r') as f:
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fragment_shader_string = f.read()
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texturefragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
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glShaderSource(texturefragment_shader_id, fragment_shader_string)
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glCompileShader(texturefragment_shader_id)
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if glGetShaderiv(texturefragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(texturefragment_shader_id))
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with open('fragment.glsl', 'r') as f:
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fragment_shader_string = f.read()
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fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
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glShaderSource(fragment_shader_id, fragment_shader_string)
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glCompileShader(fragment_shader_id)
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if glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(fragment_shader_id))
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global program_id, program2_id, program3_id
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program_id = glCreateProgram()
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glAttachShader(program_id, vertex_shader_id)
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glAttachShader(program_id, Cuboid.GeometryShaderId)
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# glAttachShader(program_id, Cuboid.GeometryShaderId)
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glAttachShader(program_id, fragment_shader_id)
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# glAttachShader(program_id, l.FragmentShaderId)
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glLinkProgram(program_id)
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global struct, cstruct
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struct = Structure()
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struct.addShape(program_id, Cuboid().translate(translate(0, 0, 1)).setColor(1, 1, 0))
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# struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
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# struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
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# struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
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# struct.addShape(program_id, Cube().translate(translate(0, -1, 0)).setColor(0, 1, 0))
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# struct.addShape(program_id, Cube().translate(translate(-1, -1, 0)).setColor(0, 0, 1))
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# struct.addShape(program_id, Cube().translate(translate(-1, 0, 0)).setColor(0, 1, 1))
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# struct.addShape(program_id, Cube().translate(translate(-1, 1, 0)).setColor(1, 1, 1))
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# struct.addShape(program_id, Cube().translate(translate(0, 1, 0)).setColor(0, 0, 1))
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for x_pos in range(-10, 10, 1):
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for y_pos in range(-10, 10):
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z = random.random() * 2 - 1
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struct.addShape(program_id, Cuboid().translate(translate(x_pos, y_pos, z)).setColor(
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random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
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struct.buildvertexArrays()
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# struct.clearVertexArrays()
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cstruct = CompoundStructure()
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cstruct.addStructure(struct)
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program3_id = l.getDepthProgram(vertex_shader_id, Cube.GeometryShaderId)
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program2_id = glCreateProgram()
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glAttachShader(program2_id, passthrough_vertex_shader_id)
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glAttachShader(program2_id, texturefragment_shader_id)
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glLinkProgram(program2_id)
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if glGetProgramiv(program_id, GL_LINK_STATUS) != GL_TRUE:
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raise RuntimeError(glGetProgramInfoLog(program_id))
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global vai, pbi, cbi, vai2, vai3
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vai, pbi, cbi = create_vertex_buffers(np.array([0, 0, 1,
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1, 1, 0,
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1, 0, 0,
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1, -1, 0,
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0, -1, 0,
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-1, -1, 0,
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-1, 0, 0,
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-1, 1, 0,
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0, 1, 0], dtype=np.float32),
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np.array([1, 1, 0,
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0, 0, 1,
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0, 1, 0,
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1, 0, 0,
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0, 1, 0,
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0, 0, 1,
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0, 1, 1,
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1, 1, 1,
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0, 0, 1], dtype=np.float32), program_id,
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sizes=np.array(
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[0.5, 1.5, 1.5,
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0.5, 1.5, 1.5,
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0.5, 1.5, 1.5], dtype=np.float32))
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v = []
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color = []
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for i in range(-11, 12):
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for j in range(-11, 12):
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v.append(i)
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v.append(j)
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v.append(0)
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color.append(1)
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color.append(1)
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color.append(1)
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'''vai, pbi, cbi = create_vertex_buffers(np.array(v, dtype=np.float32),
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np.array(color, dtype=np.float32), program_id,
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sizes=np.array(
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[0.5, 1.5, 1.5,
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0.5, 1.5, 1.5,
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0.5, 1.5, 1.5], dtype=np.float32))'''
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vai2, _, _ = create_vertex_buffers(np.array([0.4, 0.4, 0,
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1, 0.4, 0,
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0.4, 1, 0,
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0.4, 1, 0,
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1, 0.4, 0,
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1, 1, 0], dtype=np.float32),
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np.array([0, 0, 0,
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1, 0, 0,
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0, 1, 0,
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0, 1, 0,
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1, 0, 0,
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1, 1, 0], dtype=np.float32), program2_id)
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vai3, _, _ = create_vertex_buffers(np.array([-1, -1, 0,
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1, -1, 0,
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-1, 1, 0,
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-1, 1, 0,
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1, -1, 0,
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1, 1, 0], dtype=np.float32),
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np.array([0, 0, 0,
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1, 0, 0,
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0, 1, 0,
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0, 1, 0,
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1, 0, 0,
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1, 1, 0], dtype=np.float32), program2_id)
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struct.render(projMatrix, rotate(rx, 0, 0))
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my_timer(0)
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glutMainLoop()
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return
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projMatrix = perspectiveMatrix(45.0, 400 / 400, 0.01, 100.0);
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def check_error(message):
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gl_error = glGetError()
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if gl_error != GL_NO_ERROR:
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print("Error: " + message)
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if gluErrorString(gl_error):
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print(gluErrorString(gl_error))
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else:
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print(hex(gl_error))
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return True
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return False
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def create_vertex_buffers(positions, colors, program_id, sizes=np.array([])):
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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# global vai, pbi, cbi
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tvai = GLuint(0)
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tpbi = GLuint(0)
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tcbi = GLuint(0)
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# test = glGetString(GL_VERSION)
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glGenVertexArrays(1, tvai)
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glBindVertexArray(tvai)
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vid = glGetAttribLocation(program_id, "in_position")
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glEnableVertexAttribArray(vid)
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tpbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tpbi)
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glBufferData(GL_ARRAY_BUFFER, positions, GL_STATIC_DRAW)
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glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create position buffer")
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tcbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tcbi)
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glBufferData(GL_ARRAY_BUFFER, colors, GL_STATIC_DRAW)
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vc = glGetAttribLocation(program_id, "MyInColor")
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if vc != -1:
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glEnableVertexAttribArray(vc)
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glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create color buffer")
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if len(sizes) > 0:
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sbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, sbi)
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glBufferData(GL_ARRAY_BUFFER, sizes, GL_STATIC_DRAW)
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vs = glGetAttribLocation(program_id, "MyInSize")
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if vs != -1:
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glEnableVertexAttribArray(vs)
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glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create size buffer")
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glBindVertexArray(0)
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return tvai, tpbi, tcbi
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def clear_buffer(buffer_id):
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glDisableVertexAttribArray(buffer_id)
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glDeleteBuffers(1, [buffer_id])
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def clear_vertex_array(va_id):
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glDeleteVertexArrays(1, va_id)
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check_error("Could not destroy vertex array")
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vai, pbi, cbi = 0, 0, 0
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vai2, pbi2, cbi2 = 0, 0, 0
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vai3, pbi3, cbi3 = 0, 0, 0
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rx = 0
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ry = 0
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def render(program_id, projMatrix, vai, x, y, z, alternateprograms=None):
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global struct, cstruct
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cstruct.render(translate(x, y, z) * rotate(0, ry, 0, True) * projMatrix, rotate(rx, 0, 0), alternateprograms)
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'''
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glUseProgram(program_id)
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check_error("Renderingprogram is not initialized!")
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projection = glGetUniformLocation(program_id, 'projModelViewMatrix')
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rot = glGetUniformLocation(program_id, 'rotMatrix')
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glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(translate(x, y, z) * rotate(rx, 0, 0, True) * projMatrix, dtype=np.float32))
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glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(rotate(rx, 0, 0), dtype=np.float32))
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glBindVertexArray(vai)
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glDrawArrays(GL_POINTS, 0, 9)#529
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check_error("Rendering problem")
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glBindVertexArray(0)
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glUseProgram(0)
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'''
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def display():
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'''if time.time() - start >= 1:
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print(frames+1)
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global start, frames
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frames = 0
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start = time.time()
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else:
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global frames
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frames += 1'''
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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global l
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l.prepareForDepthMapping()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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# newMat = orthogonalMatrix(10, -10, 10, -10, 10, -10) * lookAt(cx, cy, 5, 0, 0, 0, 0, 1,0) * np.identity(4)
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# newMat = translate(0, 0, -10) * newMat
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global projMatrix
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projMatrix = perspectiveMatrix(45, float(width) / float(height), 0.01, 100.0)
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newMat = translate(-cx, -cy, -5) * lookAt(cx, cy, 5, 0, 0, 0, 0, 1, 0) * perspectiveMatrix(opening,
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float(l.map_size) /
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float(l.map_size),
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0.01, 100.0)
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l.pos = [-cx, -cy, -5]
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l.ModelviewProjectionMatrix = newMat
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l.lightColor = [1, 1, 1]
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glUseProgram(program3_id)
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widthid = glGetUniformLocation(program3_id, 'width')
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heightid = glGetUniformLocation(program3_id, 'height')
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nearid = glGetUniformLocation(program3_id, 'near')
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farid = glGetUniformLocation(program3_id, 'far')
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glUniform1f(nearid, 0.01)
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glUniform1f(farid, 100)
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glUniform1f(widthid, width)
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glUniform1f(heightid, height)
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altPrId = {}
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altPrId[program_id] = program3_id
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render(program3_id, newMat, vai, 0, 0, 0, altPrId)
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glFlush()
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l.finishDepthMapping()
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glClearColor(1, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glUseProgram(program_id)
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widthid = glGetUniformLocation(program_id, 'width')
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heightid = glGetUniformLocation(program_id, 'height')
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nearid = glGetUniformLocation(program_id, 'near')
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farid = glGetUniformLocation(program_id, 'far')
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glUniform1f(nearid, 0.01)
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glUniform1f(farid, 100)
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glUniform1f(widthid, width)
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glUniform1f(heightid, height)
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lightProjModelViewMatrix = glGetUniformLocation(program_id, 'lightProjModelViewMatrix')
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numLights = glGetUniformLocation(program_id, 'numLights')
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lightpos = glGetUniformLocation(program_id, 'lightpos')
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lightcolorid = glGetUniformLocation(program_id, 'lightColor')
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glUniformMatrix4fv(lightProjModelViewMatrix, 1, GL_FALSE, np.array(l.ModelviewProjectionMatrix))
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glUniform1iv(numLights, 1, 1)
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glUniform3fv(lightpos, 1, l.pos)
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glUniform3fv(lightcolorid, 1, l.lightColor)
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texID = glGetUniformLocation(program_id, 'ShadowMaps')
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
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glUniform1iv(texID, 1, 0)
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glViewport(0, 0, width, height)
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render(program_id, translate(0, 0, -10) * lookAt(0, 0, 10, 0, 0, 0, 0, 1, 0) * projMatrix, vai, 0, 0, 0)
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# temp, _, _ = create_vertex_buffers(np.array([cx, cy, 5], dtype=np.float32),
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# np.array([1, 1, 0], dtype=np.float32), program_id)
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# render(program_id, projMatrix, temp, 0, 0, -10)
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# ry += 0.05
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glUseProgram(program2_id)
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check_error("Renderingprogram is not initialized!")
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texID = glGetUniformLocation(program2_id, "Tex")
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
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glUniform1i(texID, 0)
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glBindVertexArray(vai2)
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glDrawArrays(GL_TRIANGLES, 0, 6)
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check_error("Rendering problem")
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glBindVertexArray(0)
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glUseProgram(0)
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glFlush()
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glutSwapBuffers()
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global rx
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# rx += 0.025
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global ry
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# glutPostRedisplay()
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return
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cx = 0
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cy = 0
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# def display2():
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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# global l
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# l.prepareForDepthMapping()
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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#
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# newMat = orthogonalMatrix(10, -10, 10, -10, 20, 0.01) * lookAt(-cx, -cy, 1, 0, 0, 0, 0, 1, 0) * np.identity(4)
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|
# newMat = translate(5, 0, -10) * lookAt(-5, 0, 10, 0, 0, 0, 0, 1, 0) * projMatrix
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|
# oldMat = rotate(0, -0.5, 0, True) * projMatrix
|
|
# glUseProgram(program3_id)
|
|
# widthid = glGetUniformLocation(program3_id, 'width')
|
|
# heightid = glGetUniformLocation(program3_id, 'height')
|
|
# nearid = glGetUniformLocation(program3_id, 'near')
|
|
# farid = glGetUniformLocation(program3_id, 'far')
|
|
# glUniform1f(nearid, 0.01)
|
|
# glUniform1f(farid, 100)
|
|
# glUniform1f(widthid, width)
|
|
# glUniform1f(heightid, height)
|
|
# render(program3_id, newMat, vai, 0, 0, 0)
|
|
# glFlush()
|
|
# l.finishDepthMapping()
|
|
#
|
|
# glUseProgram(program2_id)
|
|
# check_error("Renderingprogram is not initialized!")
|
|
#
|
|
# texID = glGetUniformLocation(program2_id, "Tex")
|
|
# glActiveTexture(GL_TEXTURE0)
|
|
# glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
|
|
# glUniform1i(texID, 0)
|
|
#
|
|
# glBindVertexArray(vai3)
|
|
# glDrawArrays(GL_TRIANGLES, 0, 6)
|
|
# check_error("Rendering problem")
|
|
# glBindVertexArray(0)
|
|
# glUseProgram(0)
|
|
# glFlush()
|
|
# glutSwapBuffers()
|
|
# glutPostRedisplay()
|
|
|
|
|
|
def resize(w, h):
|
|
w = max(w, 1)
|
|
h = max(h, 1)
|
|
glViewport(0, 0, w, h)
|
|
global projMatrix
|
|
projMatrix = perspectiveMatrix(45.0, float(w) / float(h), 0.01, 100.0)
|
|
global width, height
|
|
width = w
|
|
height = h
|
|
|
|
def keyboardHandler(key: int, x: int, y: int):
|
|
if key == b'\x1b':
|
|
exit()
|
|
global rx
|
|
global cx
|
|
global cy
|
|
global opening
|
|
|
|
if key == b'+':
|
|
rx += 0.25
|
|
if key == b'-':
|
|
rx -= 0.25
|
|
|
|
if key == b'w':
|
|
cy += 0.25
|
|
if key == b's':
|
|
cy -= 0.25
|
|
|
|
if key == b'a':
|
|
cx -= 0.25
|
|
if key == b'd':
|
|
cx += 0.25
|
|
|
|
if key == b'q':
|
|
opening -= 0.25
|
|
if key == b'e':
|
|
opening += 0.25
|
|
|
|
if key == b'r':
|
|
print(cx, cy, opening)
|
|
# glutPostRedisplay()
|
|
# print(key,x,y)
|
|
|
|
|
|
def funcKeydHandler(key: int, x: int, y: int):
|
|
if key == 11:
|
|
glutFullScreenToggle()
|
|
# print(key)
|
|
|
|
|
|
def my_timer(x):
|
|
glutPostRedisplay()
|
|
glutTimerFunc(int(1000/60), my_timer, 0)
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
rx = 0
|
|
ry = 0
|
|
main()
|