手機查看opengl版本 opengl安裝教程

多條告白如次劇本只需引入一次
1 證明:
1.1 運用python的pygame和OpenGL創造動靜正方體cube 。
1.2 安置python3.8和pygame(簡略) 。
1.3 安置OpenGL:
pip install PyOpenGL PyOpenGL_accelerate2 功效圖:先看 。
3 完備代碼:
#---導出模塊---import pygamefrom pygame.locals import *from OpenGL.GL import *from OpenGL.GLU import *#---初始化pygame和設置窗口巨細---pygame.init()#OPENGL|DOUBLEBUF=DOUBLEBUF|OPENGL#DOUBLEBUF:雙緩沖形式(引薦和 HWSURFACE 或 OPENGL 一道運用)#創造一個 OPENGL 襯托的表露pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF)#---元組設置---#設置正方體的xyz坐圈點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))#設置RGB臉色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))# 設置面,四個點形成一個面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))# 設置線,兩個點形成一個線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),)#---設置畫正方體因變量---def drawcube():# "繪制正方體",zip和list法allpoints = list(zip(CUBE_POINTS, CUBE_COLORS))#畫表面積---發端---中斷---glBegin(GL_QUADS)for face in CUBE_QUAD_VERTS:for vert in face:pos, color = allpoints[vert]#在第2個for底下glColor3fv(color)glVertex3fv(pos)#與第1個for對齊glEnd()#邊線臉色玄色glColor3f(0, 0, 0)# 繪制線---發端---中斷---glBegin(GL_LINES)for line in CUBE_EDGES:for vert in line:pos, color = allpoints[vert]glVertex3fv(pos)glEnd()#---主因變量---def main():glEnable(GL_DEPTH_TEST)#初始化 攝像頭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)#啟用輪回---while True:#事變檢驗和測定event = pygame.event.poll()#設置退出體制,在pygame的while輪回中,這一步必備樹立if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):break#廢除屏幕glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)#攝像機回旋glRotatef(1,0,1,0)drawcube()#革新畫面pygame.display.flip()if __name__ == '__main__':main()4 元組的設置和推導式:
#---元組設置---#設置正方體的xyz坐圈點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))#設置RGB臉色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))# 設置面,四個點形成一個面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))# 設置線,兩個點形成一個線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),)# "繪制正方體"allpoints = list(zip(CUBE_POINTS, CUBE_COLORS))#print(allpoints)#print(allpoints[0])for face in CUBE_QUAD_VERTS:for vert in face:pos, color = allpoints[vert]#print(allpoints[vert])print(pos)print(color)5 簡化少許:如許很熟習少許 。
#---元組設置---#設置正方體的xyz坐圈點a = ((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))#設置RGB臉 ***= ((1, 0, 0), (1, 1, 0), (0, 1, 0), (0, 0, 0),(1, 0, 1), (1, 1, 1), (0, 0, 1), (0, 1, 1))# 設置面,四個點形成一個面c = ((0, 1, 2, 3), (3, 2, 7, 6), (6, 7, 5, 4),(4, 5, 1, 0), (1, 5, 7, 2), (4, 0, 3, 6))# 設置線,兩個點形成一個線d = ((0,1), (0,3), (0,4), (2,1), (2,3), (2,7),(6,3), (6,4), (6,7), (5,1), (5,4), (5,7),)# "繪制正方體"all = list(zip(a, b))#print(all)#print(all[0])for j in c:for i in j:pos, color = all[i]#print(all[i])print(pos)print(color)5.1 元組的元組
5.2 zip因變量
5.3 list因變量:從來是列表的道理,創造仍舊元組,是元組的列表打包法 。
【手機查看opengl版本opengl安裝教程】5.4 推導式嵌套推導式和元組推導器?

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