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display.py
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import settings
import os
import sys
import OpenGL.GL as GL
import OpenGL.GLUT as GLUT
#from OpenGL.GLU import *
import pygame
from pygame.locals import OPENGL, DOUBLEBUF, RESIZABLE
theme = "nintenjo"
sw = settings.jdata['xres']
sh = settings.jdata['yres']
#sw = 300
#sh =200
sw2 = sw/2
sh2 = sh/2
#tilesize = 128
''''''
#screen = pygame.display.set_mode((sw,sh), OPENGL|DOUBLEBUF | FULLSCREEN | HWSURFACE, 32)
#screen = pygame.display.set_mode((sw,sh), OPENGL|DOUBLEBUF | FULLSCREEN)
screen = pygame.display.set_mode((sw,sh), OPENGL|DOUBLEBUF|RESIZABLE)
def resize(x,y):
global sw, sh, sw2, sh2, screen
screen = pygame.display.set_mode((x,y), DOUBLEBUF | RESIZABLE | OPENGL)
sw=x
sh=y
sw2=x/2
sh2=y/2
GL.glViewport(0, 0, sw, sh)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
#gluPerspective(45, 1.0*sw/sh, 0.1, 2000.0)
GL.glOrtho(-sw2,sw2,-sh2,sh2,-2000,2000)
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity()
GL.glShadeModel(GL.GL_SMOOTH)
GL.glClearColor(0.5, 0.5, 0.5, 0.0)
GL.glClearDepth(1.0)
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glDepthFunc(GL.GL_LEQUAL)
GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST)
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)
def init():
GLUT.glutInit(sys.argv)
resize(sw, sh)
camx = 100
camy = 100
maxx = sw
maxy = sh
def setmaxs(x,y):
global maxx,maxy
maxx = x-sw2
maxy = y-sh2
def applycam():
global camx, camy
GL.glTranslatef(-camx,-camy, -1200.0)
def clear():
#GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)
GL.glClear(GL.GL_DEPTH_BUFFER_BIT)
GL.glLoadIdentity()
GL.glScalef(1,-1,1)
GL.glPushMatrix()
GL.glTranslatef(0,0,-1200)
GL.glScalef(sw,sh,100)
GL.glDisable(GL.GL_TEXTURE_2D)
GL.glBegin(GL.GL_QUADS)
GL.glColor4f(0.8, 0.8, 1.0,0.6)
GL.glVertex3f(1.0, 1.0, 0.0)
GL.glColor4f(0.8, 0.8, 1.0,0.6)
GL.glVertex3f(-1.0, 1.0, 0.0)
GL.glColor4f(0.0, 0.0, 1.0,0.6)
GL.glVertex3f(-1.0, -1.0, 0.0)
GL.glColor4f(0.0, 0.0, 1.0,0.6)
GL.glVertex3f(1.0, -1.0, 0.0)
GL.glEnd()
#drawWord(pos=[0,0,0], string="hello world", color=[1,1,1])
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glPopMatrix()
def lookat(x,y):
global camx,camy
camx = (x*0.5+camx*0.5)
camy = (y*0.5+camy*0.5)
camx,camy=camlimit(camx,camy)
def camlimit(camx,camy):
#if camx < sw2: camx = sw2
#if camy < sh2: camy = sh2
#if camx > maxx: camx = maxx
#if camy > maxy: camy = maxy
return camx,camy
namelist = []
def loadtex(filename):
#filename = os.path.join(theme, filename)
#filename = os.path.join("images", filename)
for i in namelist:
if i[0] == filename:
return i[1]
textureSurface = loadpix(filename)
textureData = pygame.image.tostring(textureSurface, "RGBA", True)
texid = GL.glGenTextures(1)
if texid == 0:
texid = GL.glGenTextures(1)
if texid == 0:
texid = 999
namelist.append((filename,texid))
GL.glBindTexture(GL.GL_TEXTURE_2D, texid)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, textureSurface.get_width(),
textureSurface.get_height(), 0,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, textureData)
return texid
pixnamelist = []
def loadpix(filename):
ofn = filename
filename = os.path.join(theme, filename)
filename = os.path.join("images", filename)
#for i in pixnamelist:
# if i[0] == filename:
# return i[1]
textureSurface = pygame.image.load(filename)
#textureData = pygame.image.tostring(textureSurface, "RGBA", True)
print( "loaded: " + ofn + " as " + str(len(pixnamelist)) )
pixnamelist.append((filename,textureSurface,len(pixnamelist)))
return textureSurface
def loadpixID(filename):
filename = os.path.join(theme, filename)
filename = os.path.join("images", filename)
for i in pixnamelist:
if i[0] == filename:
return i[2]
textureSurface = pygame.image.load(filename)
#textureData = pygame.image.tostring(textureSurface, "RGBA", True)
pixnamelist.append((filename,textureSurface,len(pixnamelist)))
return len(pixnamelist)-1
def lookuppixID(number):
return pixnamelist[number][1]
def drawWord(pos, string, color, size=1):
#print pos,string,color
#print string
GL.glDisable(GL.GL_TEXTURE_2D)
GL.glLineWidth(1.5)
r, g, b = color
GL.glPushMatrix()
GL.glColor4f(r, g, b, .5)
GL.glTranslatef(*pos)
s = size*0.001
GL.glScalef(s, -s, s)
for char in string:
GLUT.glutStrokeCharacter(GLUT.GLUT_STROKE_ROMAN, ord(char))
GL.glPopMatrix()
GL.glEnable(GL.GL_TEXTURE_2D)
def genquadlist():
listid = GL.glGenLists(1)
GL.glNewList(listid, GL.GL_COMPILE)
GL.glBegin(GL.GL_QUADS)
GL.glTexCoord2f(0.0, 1.0)
GL.glVertex3f(1.0, 1.0, 0.0)
GL.glTexCoord2f(1.0, 1.0)
GL.glVertex3f(-1.0, 1.0, 0.0)
GL.glTexCoord2f(1.0, 0.0)
GL.glVertex3f(-1.0, -1.0, 0.0)
GL.glTexCoord2f(0.0, 0.0)
GL.glVertex3f(1.0, -1.0, 0.0)
GL.glEnd()
GL.glEndList()
return listid
def genquadlist2():
listid = GL.glGenLists(1)
GL.glNewList(listid, GL.GL_COMPILE)
GL.glBegin(GL.GL_QUADS)
GL.glTexCoord2f(0.0, 1.0)
GL.glVertex3f(1.0, 2.0, 0.0)
GL.glTexCoord2f(1.0, 1.0)
GL.glVertex3f(-1.0, 2.0, 0.0)
GL.glTexCoord2f(1.0, 0.0)
GL.glVertex3f(-1.0, 0.0, 0.0)
GL.glTexCoord2f(0.0, 0.0)
GL.glVertex3f(1.0, 0.0, 0.0)
GL.glEnd()
GL.glEndList()
return listid
qid = genquadlist()
qid2 = genquadlist2()