import pygame, OpenGL, math from OpenGL.GLU import * from OpenGL.GL import * import platform [w, h] = [0, 0] def render(surface, overlay, font, showOverlay): #glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render3d(surface) if showOverlay: renderOverlay(overlay, font) projectOverlay(surface, overlay) def renderOverlay(overlay, font): #pygame.draw.rect(overlay, (0, 0, 255), pygame.Rect(0, 0, w, h)) #pygame.draw.circle(overlay, (255, 0, 0), (int(w/2), int(h/2)), 540) #overlay.set_colorkey((255,0,0)) overlay.fill((0, 0, 0, 255)) text = font.render("2D drawing", True, (0, 128, 0)) pygame.draw.rect(overlay, (0, 128, 255), pygame.Rect(30, 30, 60, 60)) pygame.draw.rect(overlay, (128, 255, 0), pygame.Rect(300, 300, 1000, 1000)) overlay.blit(text, (500, 100)) def projectOverlay(surface, overlay): glPushMatrix() glColor3f(1.0, 1.0, 1.0) glTranslatef(0.0,0.0,-zNear) textureData = pygame.image.tostring(overlay, "RGBA", 1) width = overlay.get_width() height = overlay.get_height() glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, glGenTextures(1)) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData) 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) glBegin(GL_QUADS) glTexCoord2f(0.0, 0.0) glVertex2f(-(w/h), -1) glTexCoord2f(1.0, 0.0) glVertex2f((w/h), -1) glTexCoord2f(1.0, 1.0) glVertex2f((w/h), 1) glTexCoord2f(0.0, 1.0) glVertex2f(-(w/h), 1) glEnd() glDisable(GL_TEXTURE_2D) glPopMatrix() def render3d(surface): vertices = ( (1, -1, -1), (1, 1, -1), (-1, 1, -1), (-1, -1, -1), (1, -1, 1), (1, 1, 1), (-1, -1, 1), (-1, 1, 1) ) 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) ) glPushMatrix() glColor3f(1.0, 0.0, 0.0) glTranslatef(0.0,0.0,-2*zNear) glBegin(GL_LINES) for edge in edges: for vertex in edge: glVertex3fv(vertices[vertex]) glEnd() glPopMatrix() system = platform.system() if system == 'Windows': print("Windows detected") import ctypes user32 = ctypes.windll.user32 w = user32.GetSystemMetrics(0) h = user32.GetSystemMetrics(1) elif system == 'Linux': print("Linux detected") import tkinter root = tkinter.Tk() w = root.winfo_screenwidth() h = root.winfo_screenheight() elif system == 'Darwin': print("Mac detected") from AppKit import NSScreen res = NSScreen.mainScreen().frame().size w = int(res.width) h = int(res.height) else: print("Unknown OS: " + system) print("Detected native resolution: {:d}x{:d}".format(w, h)) pygame.init() if w == 0 and h == 0: print("Not using fullscreen") gameDisplay = pygame.display.set_mode((800, 600)) else: gameDisplay = pygame.display.set_mode((w, h), pygame.FULLSCREEN|pygame.DOUBLEBUF|pygame.OPENGL) # Look into pygame.HWSURFACE for hardware-accelerated surfaces overlay = pygame.Surface((w, h), pygame.SRCALPHA) pygame.display.set_caption('Space Game') clock = pygame.time.Clock() font = pygame.font.SysFont("comicsansms", 48) running = True showOverlay = False zNear = 1.0/math.tan(math.radians(45.0/2)) # not really need here since there are no previous # matrix modifications, but keeping it for reference #glLoadIdentity() gluPerspective(45, (w/h), zNear, 500.0) ''' # Use glFrustum to focus the camera at a point other than the screen center zNear = 1.0 glFrustum(-1.5, 0.5, -1.0, 1.0, zNear, 500.0) glTranslatef(0.0,0.0,-5.0) ''' while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.key == pygame.K_SPACE: showOverlay = not showOverlay render(gameDisplay, overlay, font, showOverlay) pygame.display.flip() clock.tick(60) pygame.quit() print("Game ended") quit()