Virtual Reality Library

### Introduction:

This is a program that uses the Pygame and PyOpenGL libraries to create a simple 3D graphics application. The program allows the user to create and manipulate virtual objects in a 3D space using the keyboard and mouse.

The program sets up the Pygame and PyOpenGL libraries and initializes the display window. It also defines a VirtualObject class that represents a 3D object in the virtual space. The VirtualObject class has attributes for the object's position, size, shape, and selected state. It also has a method to update the object's position over time.

The program sets up the event loop that listens for user input from the keyboard and mouse. When the user presses a key or clicks the mouse, the event loop handles the event and updates the state of the virtual objects accordingly. The program also defines functions to draw each of the supported shapes (cube, sphere, pyramid, and cylinder) using PyOpenGL.

The program sets up the camera position and rotation, creates a list of virtual objects, and defines a timer event that updates the state of the virtual objects over time. The event loop listens for the timer event and calls the appropriate function to handle the event. The program also groups the virtual objects by shape and renders them to the display using PyOpenGL.

Overall, the program provides a simple framework for creating and manipulating 3D objects in a virtual space using Pygame and PyOpenGL.

### Prototype Improvements for the Future

1. Consider using a more descriptive variable name instead of 'm' in the 'get\_model\_matrix()' method to make the code more readable.
2. Use context managers for opening and closing files, so that you don't have to worry about closing the file manually.
3. Add error checking to the 'generate\_texture()' method to ensure that the texture file exists and can be loaded. Similarly, add error checking to the 'load\_texture()' method to ensure that the image file exists and can be loaded.
4. Consider splitting the code into smaller modules, especially if some of the functions and classes can be reused in other projects.
5. Consider using type hints to make the code easier to understand and maintain. Type hints also make it easier for IDEs and linters to catch errors before the code is run.
6. Remove unused imports to make the code cleaner and more efficient. For example, 'sys', 'argparse', 'os', and 'random' are not used in the current code.
7. Use an 'if name == "main":' block to encapsulate the main code and prevent it from being executed if the module is imported as a library. This can prevent unwanted side effects and make the code more modular.

Here are some ideas to further develop the library:

1. Add more shapes such as cylinders, cones, and tori to the library.
2. Add collision detection to enable interaction between objects in the virtual world.
3. Add support for VR controllers to enable users to interact with objects in the virtual world.
4. Add support for multiple users to enable collaborative experiences in the virtual world.
5. Optimize performance by using PyOpenGL's display lists to cache the rendering of objects that do not change frequently.
6. Add physics simulation to enable realistic interactions between objects in the virtual world.
7. Use a 3D modeling software such as Blender to create more complex shapes and import them into the library.

### PROTOTYPE (Needs revision)

```
import numpy as np
import sys
import argparse
import os
import random
from OpenGL import GL as gl
from PIL import Image
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *

# Initialize Pygame and set window size
pygame.init()
display = (800, 600)
pygame.display.set_mode(display, pygame.DOUBLEBUF | pygame.OPENGL)

# Define virtual object class
class Shape:
    def __init__(self, position, size, shape):
        self.position = position
        self.size = size
        self.selected = False
        self.rotation = np.zeros(3)
        self.shape = shape
        self.texture_id = self.generate_texture()
        self.vertices = None
        self.vbo = None
        self.build_vertices()

    def generate_texture(self):
        # Load texture image
        texture = pygame.image.load(self.shape)
        texture_data = pygame.image.tostring(texture, "RGB", 1)

        # Generate texture ID
        texture_id = gl.glGenTextures(1)

        # Bind texture
        gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)

        # Set texture parameters
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, texture.get_width(), texture.get_height(),
                         0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, texture_data)
        return texture_id

    def draw(self):
    gl.glPushMatrix()
    gl.glLoadIdentity()
    gl.glTranslatef(*self.position)
    gl.glRotatef(*self.rotation, 1)
    gl.glScalef(self.size, self.size, self.size)

    # Enable texture mapping
    gl.glEnable(gl.GL_TEXTURE_2D)

    # Bind texture
    gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_id)

    # Draw object
    gl.glCallList(self.shape)

    # Disable texture mapping
    gl.glDisable(gl.GL_TEXTURE_2D)

    gl.glPopMatrix()

def move(self, dx, dy, dz):
    self.position += np.array([dx, dy, dz])

def move_up(self, distance):
    self.move(0, distance, 0)

def move_down(self, distance):
    self.move(0, -distance, 0)

def move_left(self, distance):
    self.move(-distance, 0, 0)

def move_right(self, distance):
    self.move(distance, 0, 0)

def scale(self, factor):
    self.size *= factor

def rotate_x(self, angle):
    self.rotation[0] += angle

def rotate_y(self, angle):
    self.rotation[1] += angle

def rotate_z(self, angle):
    self.rotation[2] += angle

def select(self):
    self.selected = True

def deselect(self):
    self.selected = False

def get_model_matrix(self):
    model_matrix = gl.GLfloat * 16
    m = model_matrix()
    gl.glPushMatrix()
    gl.glLoadIdentity()
    gl.glTranslatef(*self.position)
    gl.glRotatef(*self.rotation, 1)
    gl.glScalef(self.size, self.size, self.size)
    gl.glGetFloatv(gl.GL_MODELVIEW_MATRIX, m)
    gl.glPopMatrix()
    return m

def load_texture(self, filename):
    # Load image
    img = Image.open(filename)
    img_data = np.array(list(img.getdata()), np.uint8)

    # Create and bind texture
    texture_id = gl.glGenTextures(1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)

    # Set texture parameters
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT)
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT)

    # Upload texture data
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, img.size[0], img.size[1], 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, img_data)

    return texture_id

# Enable lighting
gl.glEnable(gl.GL_LIGHTING)
gl.glEnable(gl.GL_LIGHT0)
gl.glEnable(gl.GL_COLOR_MATERIAL)

# Set up light source
gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, [0, 0, 1, 0])
gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, [1, 1, 1, 1])
gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, [1, 1, 1, 1])

class Sphere(Shape):
    def __init__(self, position, size, radius=1, latitude_segments=32, longitude_segments=32):
        super().__init__(position, size, "sphere")
        self.radius = radius
        self.latitude_segments = latitude_segments
        self.longitude_segments = longitude_segments
        self.vertices = self.build_vertices()

    def build_vertices(self):
        theta = np.linspace(0, np.pi, self.latitude_segments+1)[:, np.newaxis]
        phi = np.linspace(0, 2*np.pi, self.longitude_segments+1)
        sin_theta = np.sin(theta)
        cos_theta = np.cos(theta)
        sin_phi = np.sin(phi)
        cos_phi = np.cos(phi)

        x = cos_phi * sin_theta
        y = cos_theta
        z = sin_phi * sin_theta

        vertices = np.stack([x, y, z, x, y, z, phi / (2*np.pi), theta / np.pi], axis=-1).reshape(-1, 8)

        return vertices * self.radius

    def render(self):
        # Enable lighting for the sphere
        gl.glEnable(gl.GL_LIGHTING)

        # Set the material properties of the sphere
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 50)

        # Render the sphere
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
        gl.glVertexPointer(3, gl.GL_FLOAT, 32, self.vertices)
        gl.glNormalPointer(gl.GL_FLOAT, 32, self.vertices[:, 3:6])
        gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, self.vertices.shape[0])
        gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        gl.glDisableClientState(gl.GL_NORMAL_ARRAY)

        # Disable lighting after rendering the sphere
        gl.glDisable(gl.GL_LIGHTING)

class Cube(Shape):
    def __init__(self, position, rotation, size):
        super().__init__(position, rotation, size)
        self.vertices = self.build_vertices()

        # Enable lighting for the cube
        gl.glEnable(gl.GL_LIGHTING)

        # Set the material properties of the cube
        self.mat_ambient_diffuse = [1, 1, 1, 1]
        self.mat_specular = [1, 1, 1, 1]
        self.mat_shininess = 50

    def build_vertices(self):
        # Build the vertices of the shape
        if self.shape == "cube":
            self.vertices = np.array([
                # Front face
                -1, -1,  1,  0, 0, 1,  0, 0,
                1, -1,  1,  0, 0, 1,  1, 0,
                1,  1,  1,  0, 0, 1,  1, 1,
                -1,  1,  1,  0, 0, 1,  0, 1,
                # Back face
                -1, -1, -1,  0, 0, -1,  0, 0,
                1, -1, -1,  0, 0, -1,  1, 0,
                1,  1, -1,  0, 0, -1,  1, 1,
                -1,  1, -1,  0, 0, -1,  0, 1,
                # Top face
                -1,  1,  1,  0, 1,  0,  0, 0,
                1,  1,  1,  0, 1,  0,  1, 0,
                1,  1, -1,  0, 1,  0,  1, 1,
                -1,  1, -1,  0, 1,  0,  0, 1,
                # Bottom face
                -1, -1,  1,  0, -1,  0, 0, 0,
                1, -1,  1,  0, -1,  0, 1, 0,
                1, -1, -1,  0, -1,  0, 1, 1,
                -1, -1, -1,  0, -1,  0, 0, 1,
                # Right face
                1, -1,  1,  1, 0,  0,  0, 0,
                1,  1,  1,  1, 0,  0,  1, 0,
                1,  1, -1,  1, 0,  0,  1, 1,
                1, -1, -1,  1, 0,  0,  0, 1,
                # Left face
                -1, -1,  1,  -1, 0,  0,  0, 0,
                -1,  1,  1,  -1, 0,  0,  1, 0,
                -1,  1, -1,  -1, 0,  0,  1, 1,
                -1, -1, -1,  -1, 0,  0,  0, 1
            ])

    def render(self):
        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)
        )

        # Enable lighting for the cube
        gl.glEnable(gl.GL_LIGHTING)

        # Set the material properties of the cube
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 50)

        gl.glBegin(gl.GL_TRIANGLES)
                gl.glNormal3fv(vertices[vertex])
                gl.glVertex3fv(vertices[vertex])
        gl.glEnd()

        # Disable lighting after drawing the cube
        gl.glDisable(gl.GL_LIGHTING)

class Pyramid:
    def __init__(self, position, rotation, filename):
        self.position = position
        self.rotation = rotation
        self.load_texture(filename)

        self.vertices = np.array([
            [ 0,  1,  0],
            [ 1, -1, -1],
            [-1, -1, -1],
            [-1, -1,  1],
            [ 1, -1,  1]
        ], dtype=np.float32)

        self.edges = np.array([
            [0, 1],
            [0, 2],
            [0, 3],
            [0, 4],
            [1, 2],
            [2, 3],
            [3, 4],
            [4, 1]
        ], dtype=np.int32)

    def build_vertices(self):
    # Build the vertices of the shape
        if self.shape == "pyramid":
            self.vertices = np.array([
                # Base
                -1, -1, -1,  0,  0, -1,  0,  0,
                1, -1, -1,  0,  0, -1,  1,  0,
                1, -1,  1,  0,  0, -1,  1,  1,
                -1, -1,  1,  0,  0, -1,  0,  1,
                # Front face
                -1, -1,  1,  0,  1,  0,  0,  0,
                1, -1,  1,  0,  1,  0,  1,  0,
                0,  1,  0,  0,  1,  0,  0.5,  1,
                # Right face
                1, -1,  1,  1,  0,  0,  0,  0,
                1, -1, -1,  1,  0,  0,  1,  0,
                0,  1,  0,  1,  0,  0,  0.5,  1,
                # Back face
                1, -1, -1,  0,  1,  0,  0,  0,
                -1, -1, -1,  0,  1,  0,  1,  0,
                0,  1,  0,  0,  1,  0,  0.5,  1,
                # Left face
                -1, -1, -1, -1,  0,  0,  0,  0,
                -1, -1,  1, -1,  0,  0,  1,  0,
                0,  1,  0, -1,  0,  0,  0.5,  1
            ])

    def draw(self):
        gl.glEnable(gl.GL_LIGHTING)
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 50)

        gl.glPushMatrix()
        gl.glTranslatef(*self.position)
        gl.glRotatef(self.rotation[0], 1, 0, 0)
        gl.glRotatef(self.rotation[1], 0, 1, 0)
        gl.glRotatef(self.rotation[2], 0, 0, 1)

        gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_id)
        gl.glBegin(gl.GL_TRIANGLES)
                gl.glNormal3fv(self.calculate_normal(edge))
                gl.glTexCoord2fv(self.vertices[vertex, :2])
                gl.glVertex3fv(self.vertices[vertex])
        gl.glEnd()
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)

        gl.glPopMatrix()
        gl.glDisable(gl.GL_LIGHTING)

    def calculate_normal(self, edge):
        v0 = self.vertices[edge[0]]
        v1 = self.vertices[edge[1]]
        return np.cross(v1 - v0, v0 + v1)

            img_data = np.array(list(img.getdata()), dtype=np.uint8)
            self.texture_id = gl.glGenTextures(1)
            gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_id)
            gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT)
            gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT)
            gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
            gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
            gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, img.width, img.height, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, img_data)

    # Enable lighting for the pyramid
    gl.glEnable(gl.GL_LIGHTING)

    # Set the material properties of the pyramid
    gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE, [1, 1, 1, 1])
    gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, [1, 1, 1, 1])
    gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 50)

    gl.glBegin(gl.GL_TRIANGLES)
            gl.glNormal3fv(calculate_normal(vertices, edge))
            gl.glVertex3fv(vertices[vertex])
    gl.glEnd()

    # Disable lighting after drawing the pyramid
    gl.glDisable(gl.GL_LIGHTING)

# Set the material properties of the cylinder
gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE, [1, 1, 1, 1])
gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, [1, 1, 1, 1])
gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 50)

# Define function for rendering a cylinder
class Cylinder:
    """
    A class that represents a cylinder.
    """

    def __init__(self, radius=1, height=1, num_segments=32):
        """
        Creates a new Cylinder object with the given radius, height, and number of segments.
        """
        self.vertices = self.calculate_vertices(radius, height, num_segments)
        self.shape = "cylinder"
        self.quadric = glu.gluNewQuadric()
        glu.gluQuadricNormals(self.quadric, gl.GL_SMOOTH)

    def calculate_vertices(self, radius, height, num_segments):
        """
        Calculates and returns the vertices of the cylinder.
        """
        vertices = np.zeros((num_segments * 2 * 3 + num_segments * 2 * 6, 8))

        # Calculate vertices for top and bottom faces
        top_bottom_vertices = [(radius * np.cos(i / num_segments * 2 * np.pi),
                                radius * np.sin(i / num_segments * 2 * np.pi)) for i in range(num_segments)]

        for i in range(num_segments):
            # Bottom face
            vertices[i * 6] = [top_bottom_vertices[i][0], top_bottom_vertices[i][1], 0, 0, 0, -1, i / num_segments, 0]
            vertices[i * 6 + 1] = [0, 0, 0, 0, 0, -1, 0.5, 0]
            vertices[i * 6 + 2] = [top_bottom_vertices[(i + 1) % num_segments][0],
                                    top_bottom_vertices[(i + 1) % num_segments][1], 0, 0, 0, -1,
                                    (i + 1) / num_segments, 0]

            # Top face
            vertices[i * 6 + num_segments * 6] = [top_bottom_vertices[i][0], top_bottom_vertices[i][1], height, 0, 0, 1,
                                                    i / num_segments, 1]
            vertices[i * 6 + 1 + num_segments * 6] = [0, 0, height, 0, 0, 1, 0.5, 1]
            vertices[i * 6 + 2 + num_segments * 6] = [top_bottom_vertices[(i + 1) % num_segments][0],
                                                        top_bottom_vertices[(i + 1) % num_segments][1], height, 0, 0, 1,
                                                        (i + 1) / num_segments, 1]

        # Calculate vertices for side faces
        for i in range(num_segments):
            vertices[i * 12 + num_segments * 12:i * 12 + num_segments * 12 + 6] = [        [top_bottom_vertices[i][0], top_bottom_vertices[i][1], 0, top_bottom_vertices[i][0], top_bottom_vertices[i][1], 0, i / num_segments, 0],
                [top_bottom_vertices[(i + 1) % num_segments][0], top_bottom_vertices[(i + 1) % num_segments][1], 0, top_bottom_vertices[(i + 1) % num_segments][0], top_bottom_vertices[(i + 1) % num_segments][1], 0, (i + 1) / num_segments, 0],
                [top_bottom_vertices[(i + 1) % num_segments][0], top_bottom_vertices[(i + 1) % num_segments][1], height, top_bottom_vertices[(i + 1) % num_segments][0], top_bottom_vertices[(i + 1) % num_segments][1], height, (i + 1) / num_segments, 1]
            ]
            vertices[i * 12 + num_segments * 12 + 6:i * 12 + num_segments * 12 + 12] = [        [top_bottom_vertices[(i + 1) % num_segments][0], top_bottom_vertices[(i + 1) % num_segments][1], height, top_bottom_vertices[(i + 1) % num_segments][0], top_bottom_vertices[(i + 1) % num_segments][1], height, (i + 1) / num_segments, 1],
                [top_bottom_vertices[i][0], top_bottom_vertices[i][1], height, top_bottom_vertices[i][0], top_bottom_vertices[i][1], height, i / num_segments, 1],
                [top_bottom_vertices[i][0], top_bottom_vertices[i][1], 0, top_bottom_vertices[i][0], top_bottom_vertices[i][1], 0, i / num_segments, 0]
            ]

        self.quadric = glu.gluNewQuadric()
        glu.gluQuadricNormals(self.quadric, gl.GL_SMOOTH)

    def draw(self):
        gl.glEnable(gl.GL_LIGHTING)
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, [1, 1, 1, 1])
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 50)

        gl.glBegin(gl.GL_TRIANGLES)
        for i in range(len(self.vertices)):
            gl.glNormal3f(self.vertices[i][3], self.vertices[i][4], self.vertices[i][5])
            gl.glTexCoord2f(self.vertices[i][6], self.vertices[i][7])
            gl.glVertex3f(self.vertices[i][0], self.vertices[i][1], self.vertices[i][2])
        gl.glEnd()

    def __del__(self):
        glu.gluDeleteQuadric(self.quadric)

# Render the cylinder
gl.glPushMatrix()
gl.glTranslatef(0, 0, -5)
draw_cylinder()
gl.glPopMatrix()

# Initialize camera position and rotation
camera_position = [0, 0, -5]
camera_rotation = [0, 0, 0]

# Define virtual objects
objects = [
    VirtualObject([0, 0, 0], 1),
    VirtualObject([2, 0, 0], 1),
    VirtualObject([0, 2, 0], 1),
    VirtualObject([0, 0, 2], 1),
]

# Set up the clock and timer event
clock = pygame.time.Clock()
TIMER_EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(TIMER_EVENT, 10)  # Fire every 10 milliseconds

# Define a function to handle the timer event
        obj.update()

# Event loop
            pygame.quit()
            quit()
                pygame.quit()
                quit()
            # Handle other key events here
        elif event.type == pygame.MOUSEBUTTONDOWN:
            # Handle mouse events here
        elif event.type == TIMER_EVENT:
            handle_timer_event()

    # Clear the screen and set the camera position and rotation
    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
    gl.glLoadIdentity()
    gl.glTranslatef(*camera_position)
    gl.glRotatef(camera_rotation[0], 1, 0, 0)
    gl.glRotatef(camera_rotation[1], 0, 1, 0)

    # Create dictionary to group objects by shape
    shape_groups = {}
    for obj in objects:
        shape_groups.setdefault(obj.shape, []).append(obj)

    # Render virtual objects
    shapes = {
        'cube': draw_cube,
        'sphere': draw_sphere,
        'pyramid': draw_pyramid,
        'cylinder': draw_cylinder,
        # ... add other shapes here ...
    }

    for obj in objects:
        gl.glPushMatrix()
        gl.glTranslatef(*obj.position)
        if obj.selected:
            gl.glColor3f(1, 0, 0)
        else:
            gl.glColor3f(1, 1, 1)
        shapes[obj.shape]()
        gl.glPopMatrix()

    # Update the display
    pygame.display.flip()
    clock.tick(60)  # Limit to 60 frames per second

# Clean up resources
pygame.quit()
quit()
```