elif ev.key == pygame.K_z: renderer.setShaders(shaders.vertex_shader, shaders.colors_shader) elif ev.key == pygame.K_x: renderer.setShaders(shaders.vertex_shader, shaders.toon_shader) elif ev.key == pygame.K_c: renderer.setShaders(shaders.vertex_shader, shaders.yellow_shader) elif ev.key == pygame.K_v: renderer.setShaders(shaders.vertex_shader, shaders.blue_shader) elif ev.key == pygame.K_b: renderer.setShaders(shaders.vertex_shader, shaders.green_shader) elif ev.key == pygame.K_n: renderer.setShaders(shaders.vertex_shader, shaders.fragment_shader) elif ev.type == pygame.MOUSEBUTTONDOWN or ev.type == pygame.MOUSEBUTTONUP: if ev.button == 4: if renderer.camPosition.z >= 0.75: renderer.camPosition.z -= 2 * deltaTime elif ev.button == 5: if renderer.camPosition.z <= 10: renderer.camPosition.z += 2 * deltaTime elif ev.button == 1: renderer.activeShaderIndex = (renderer.activeShaderIndex + 1) % len(renderer.shaderList) renderer.cameraView() renderer.render() pygame.display.flip() clock.tick(60) deltaTime = clock.get_time()/1000 pygame.quit()
for ev in pygame.event.get(): if ev.type == pygame.QUIT: isPlaying = False elif ev.type == pygame.KEYDOWN: if ev.key == pygame.K_1: r.filledMode() elif ev.key == pygame.K_2: r.wireframeMode() elif ev.key == pygame.K_SPACE: r.activeModelIndex = (r.activeModelIndex + 1) % len(r.modelList) elif ev.key == pygame.K_5: actual_shader_index = (actual_shader_index + 1) % len(all_shaders) r.setShaders(shaders.vertex_shader, all_shaders[actual_shader_index]) elif ev.key == pygame.K_ESCAPE: isPlaying = False elif ev.type == pygame.MOUSEBUTTONDOWN or ev.type == pygame.MOUSEBUTTONUP: if ev.button == 4: if r.camPosition.z >= 0: r.camPosition.z -= 10 * deltaTime if ev.button == 5: if r.camPosition.z <= 100: r.camPosition.z += 10 * deltaTime r.cameraView() r.render() pygame.display.flip() clock.tick(60) deltaTime = clock.get_time() / 1000 pygame.quit()