import Blender
from Blender import Draw, BGL
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import sys
from PIL.Image import *
windowsize = Blender.Window.GetAreaSize()
# Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = '\033'
# Number of the glut window.
window = 0
# Rotations for cube.
xrot = yrot = zrot = 0.0
texture = 0
def LoadTextures():
#global texture
image = open("NeHe.bmp")
ix = image.size[0]
iy = image.size[1]
image = image.tostring("raw", "RGBX", 0, -1)
# Create Texture
glBindTexture(GL_TEXTURE_2D, glGenTextures(1)) # 2d texture (x and y size)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
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)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
def event(evt, val): # the function to handle input events
global mystring, mymsg
if not val: # val = 0: it's a key/mbutton release
if evt in [Draw.LEFTMOUSE, Draw.MIDDLEMOUSE, Draw.RIGHTMOUSE]:
mymsg = "You released a mouse button."
Draw.Redraw(1)
return
if evt == Draw.ESCKEY:
Draw.Exit() # exit when user presses ESC
return
else: return # no need to redraw if nothing changed
Draw.Redraw(1)
def button_event(evt): # the function to handle Draw Button events
global mymsg, toggle
if evt == 1:
pass
def gui(): # the function to draw the screen
global xrot, yrot, zrot, texture
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
LoadTextures()
glEnable(GL_TEXTURE_2D)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS) # The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION)
glLoadIdentity() # Reset The Projection Matrix
# Calculate The Aspect Ratio Of The Window
gluPerspective(45.0, float(windowsize[0])/float(windowsize[1]), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); # Clear The Screen And The Depth Buffer
glLoadIdentity(); # Reset The View
glTranslatef(0.0,0.0,-6.0);
glRotatef(xrot,1.0,0.0,0.0) # Rotate The Cube On It's X Axis
glRotatef(yrot,0.0,1.0,0.0) # Rotate The Cube On It's Y Axis
glRotatef(zrot,0.0,0.0,1.0) # Rotate The Cube On It's Z Axis
glBegin(GL_QUADS) # Start Drawing The Cube
# Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) # Top Right Of The Texture and Quad
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) # Top Left Of The Texture and Quad
# Back Face
glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) # Bottom Right Of The Texture and Quad
glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) # Bottom Left Of The Texture and Quad
# Top Face
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0) # Bottom Left Of The Texture and Quad
glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0) # Bottom Right Of The Texture and Quad
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
# Bottom Face
glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0) # Top Right Of The Texture and Quad
glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0) # Top Left Of The Texture and Quad
glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
# Right face
glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) # Bottom Right Of The Texture and Quad
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) # Top Right Of The Texture and Quad
glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) # Top Left Of The Texture and Quad
glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Texture and Quad
# Left Face
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) # Bottom Left Of The Texture and Quad
glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Texture and Quad
glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) # Top Right Of The Texture and Quad
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) # Top Left Of The Texture and Quad
glEnd(); # Done Drawing The Cube
xrot = xrot + 1.0 # X rotation
yrot = yrot + 1.0 # Y rotation
zrot = zrot + 1.0 # Z rotation
Blender.Draw.Redraw(1)
Draw.Register(gui, event, button_event) # registering the 3 callbacks