-# 11/18/2003 - Jeff Grimmett (grimmtooth@softhome.net)
-#
-# o Updated for wx namespace
-# o Note: unable to install PyOpenGL on my system as I am running Python 2.3
-# and PyOpenGL does not support anything above Python 2.2. Did what I could,
-# but odds are good there are problems.
-#
-import wx
+import wx
try:
- import wx.glcanvas as glcanvas
+ from wx import glcanvas
haveGLCanvas = True
except ImportError:
haveGLCanvas = False
try:
# The Python OpenGL package can be found at
# http://PyOpenGL.sourceforge.net/
-
- import OpenGL.GL as gl
- import OpenGL.GLUT as glut
+ from OpenGL.GL import *
+ from OpenGL.GLUT import *
haveOpenGL = True
except ImportError:
haveOpenGL = False
if not haveGLCanvas:
def runTest(frame, nb, log):
- dlg = wx.MessageDialog(
- frame, 'The wxGLCanvas has not been included with this build of wxPython!',
- 'Sorry', wx.OK | wx.ICON_INFORMATION
- )
-
+ dlg = wx.MessageDialog(frame, 'The GLCanvas class has not been included with this build of wxPython!',
+ 'Sorry', wx.OK | wx.ICON_INFORMATION)
dlg.ShowModal()
dlg.Destroy()
elif not haveOpenGL:
def runTest(frame, nb, log):
- dlg = wx.MessageDialog(
- frame, 'The OpenGL package was not found. You can get it at\n'
- 'http://PyOpenGL.sourceforge.net/', 'Sorry', wx.OK | wx.ICON_INFORMATION
- )
-
+ dlg = wx.MessageDialog(frame,
+ 'The OpenGL package was not found. You can get it at\n'
+ 'http://PyOpenGL.sourceforge.net/',
+ 'Sorry', wx.OK | wx.ICON_INFORMATION)
dlg.ShowModal()
dlg.Destroy()
+
+
else:
buttonDefs = {
wx.NewId() : ('CubeCanvas', 'Cube'),
box.Add((20, 30))
keys = buttonDefs.keys()
keys.sort()
-
for k in keys:
text = buttonDefs[k][1]
btn = wx.Button(self, k, text)
box.Add(btn, 0, wx.ALIGN_CENTER|wx.ALL, 15)
- self.Bind(wx.EVT_BUTTON, self.OnButton, id=k)
+ self.Bind(wx.EVT_BUTTON, self.OnButton, btn)
- #** Enable this to show putting a wxGLCanvas on the wxPanel
+ #** Enable this to show putting a GLCanvas on the wx.Panel
if 0:
c = CubeCanvas(self)
c.SetSize((200, 200))
self.Bind(wx.EVT_ERASE_BACKGROUND, self.OnEraseBackground)
self.Bind(wx.EVT_SIZE, self.OnSize)
self.Bind(wx.EVT_PAINT, self.OnPaint)
- self.Bind(wx.EVT_LEFT_DOWN, self.OnMouseDown) # needs fixing...
+ self.Bind(wx.EVT_LEFT_DOWN, self.OnMouseDown)
self.Bind(wx.EVT_LEFT_UP, self.OnMouseUp)
self.Bind(wx.EVT_MOTION, self.OnMouseMotion)
def OnSize(self, event):
size = self.GetClientSize()
-
if self.GetContext():
self.SetCurrent()
- glcanvas.glViewport(0, 0, size.width, size.height)
+ glViewport(0, 0, size.width, size.height)
def OnPaint(self, event):
dc = wx.PaintDC(self)
self.SetCurrent()
-
if not self.init:
self.InitGL()
self.init = True
-
self.OnDraw()
def OnMouseDown(self, evt):
self.Refresh(False)
+
+
class CubeCanvas(MyCanvasBase):
def InitGL(self):
# set viewing projection
- glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
- glcanvas.glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
+ glMatrixMode(GL_PROJECTION);
+ glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
# position viewer
- glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
- glcanvas.glTranslatef(0.0, 0.0, -2.0);
+ glMatrixMode(GL_MODELVIEW);
+ glTranslatef(0.0, 0.0, -2.0);
# position object
- glcanvas.glRotatef(self.y, 1.0, 0.0, 0.0);
- glcanvas.glRotatef(self.x, 0.0, 1.0, 0.0);
+ glRotatef(self.y, 1.0, 0.0, 0.0);
+ glRotatef(self.x, 0.0, 1.0, 0.0);
- glcanvas.glEnable(glcanvas.GL_DEPTH_TEST);
- glcanvas.glEnable(glcanvas.GL_LIGHTING);
- glcanvas.glEnable(glcanvas.GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
def OnDraw(self):
# clear color and depth buffers
- glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
# draw six faces of a cube
- glcanvas.glBegin(glcanvas.GL_QUADS)
- glcanvas.glNormal3f( 0.0, 0.0, 1.0)
- glcanvas.glVertex3f( 0.5, 0.5, 0.5)
- glcanvas.glVertex3f(-0.5, 0.5, 0.5)
- glcanvas.glVertex3f(-0.5,-0.5, 0.5)
- glcanvas.glVertex3f( 0.5,-0.5, 0.5)
-
- glcanvas.glNormal3f( 0.0, 0.0,-1.0)
- glcanvas.glVertex3f(-0.5,-0.5,-0.5)
- glcanvas.glVertex3f(-0.5, 0.5,-0.5)
- glcanvas.glVertex3f( 0.5, 0.5,-0.5)
- glcanvas.glVertex3f( 0.5,-0.5,-0.5)
-
- glcanvas.glNormal3f( 0.0, 1.0, 0.0)
- glcanvas.glVertex3f( 0.5, 0.5, 0.5)
- glcanvas.glVertex3f( 0.5, 0.5,-0.5)
- glcanvas.glVertex3f(-0.5, 0.5,-0.5)
- glcanvas.glVertex3f(-0.5, 0.5, 0.5)
-
- glcanvas.glNormal3f( 0.0,-1.0, 0.0)
- glcanvas.glVertex3f(-0.5,-0.5,-0.5)
- glcanvas.glVertex3f( 0.5,-0.5,-0.5)
- glcanvas.glVertex3f( 0.5,-0.5, 0.5)
- glcanvas.glVertex3f(-0.5,-0.5, 0.5)
-
- glcanvas.glNormal3f( 1.0, 0.0, 0.0)
- glcanvas.glVertex3f( 0.5, 0.5, 0.5)
- glcanvas.glVertex3f( 0.5,-0.5, 0.5)
- glcanvas.glVertex3f( 0.5,-0.5,-0.5)
- glcanvas.glVertex3f( 0.5, 0.5,-0.5)
-
- glcanvas.glNormal3f(-1.0, 0.0, 0.0)
- glcanvas.glVertex3f(-0.5,-0.5,-0.5)
- glcanvas.glVertex3f(-0.5,-0.5, 0.5)
- glcanvas.glVertex3f(-0.5, 0.5, 0.5)
- glcanvas.glVertex3f(-0.5, 0.5,-0.5)
- glcanvas.glEnd()
-
- glcanvas.glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
- glcanvas.glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
+ glBegin(GL_QUADS)
+ glNormal3f( 0.0, 0.0, 1.0)
+ glVertex3f( 0.5, 0.5, 0.5)
+ glVertex3f(-0.5, 0.5, 0.5)
+ glVertex3f(-0.5,-0.5, 0.5)
+ glVertex3f( 0.5,-0.5, 0.5)
+
+ glNormal3f( 0.0, 0.0,-1.0)
+ glVertex3f(-0.5,-0.5,-0.5)
+ glVertex3f(-0.5, 0.5,-0.5)
+ glVertex3f( 0.5, 0.5,-0.5)
+ glVertex3f( 0.5,-0.5,-0.5)
+
+ glNormal3f( 0.0, 1.0, 0.0)
+ glVertex3f( 0.5, 0.5, 0.5)
+ glVertex3f( 0.5, 0.5,-0.5)
+ glVertex3f(-0.5, 0.5,-0.5)
+ glVertex3f(-0.5, 0.5, 0.5)
+
+ glNormal3f( 0.0,-1.0, 0.0)
+ glVertex3f(-0.5,-0.5,-0.5)
+ glVertex3f( 0.5,-0.5,-0.5)
+ glVertex3f( 0.5,-0.5, 0.5)
+ glVertex3f(-0.5,-0.5, 0.5)
+
+ glNormal3f( 1.0, 0.0, 0.0)
+ glVertex3f( 0.5, 0.5, 0.5)
+ glVertex3f( 0.5,-0.5, 0.5)
+ glVertex3f( 0.5,-0.5,-0.5)
+ glVertex3f( 0.5, 0.5,-0.5)
+
+ glNormal3f(-1.0, 0.0, 0.0)
+ glVertex3f(-0.5,-0.5,-0.5)
+ glVertex3f(-0.5,-0.5, 0.5)
+ glVertex3f(-0.5, 0.5, 0.5)
+ glVertex3f(-0.5, 0.5,-0.5)
+ glEnd()
+
+ glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
+ glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
self.SwapBuffers()
+
+
+
class ConeCanvas(MyCanvasBase):
def InitGL( self ):
- glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
+ glMatrixMode(GL_PROJECTION);
# camera frustrum setup
- glcanvas.glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
- glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
- glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
- glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
- glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_SHININESS, 50.0)
- glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
- glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
- glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
- glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
- glcanvas.glLightModel(glcanvas.GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
- glcanvas.glEnable(glcanvas.GL_LIGHTING)
- glcanvas.glEnable(glcanvas.GL_LIGHT0)
- glcanvas.glDepthFunc(glcanvas.GL_LESS)
- glcanvas.glEnable(glcanvas.GL_DEPTH_TEST)
- glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT)
+ glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
+ glMaterial(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
+ glMaterial(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
+ glMaterial(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
+ glMaterial(GL_FRONT, GL_SHININESS, 50.0)
+ glLight(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
+ glLight(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
+ glLight(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
+ glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
+ glLightModel(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
+ glEnable(GL_LIGHTING)
+ glEnable(GL_LIGHT0)
+ glDepthFunc(GL_LESS)
+ glEnable(GL_DEPTH_TEST)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# position viewer
- glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
+ glMatrixMode(GL_MODELVIEW);
def OnDraw(self):
# clear color and depth buffers
- glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
# use a fresh transformation matrix
- glcanvas.glPushMatrix()
+ glPushMatrix()
# position object
- glcanvas.glTranslate(0.0, 0.0, -2.0);
- glcanvas.glRotate(30.0, 1.0, 0.0, 0.0);
- glcanvas.glRotate(30.0, 0.0, 1.0, 0.0);
-
- glcanvas.glTranslate(0, -1, 0)
- glcanvas.glRotate(250, 1, 0, 0)
- glcanvas.glutSolidCone(0.5, 1, 30, 5)
- glcanvas.glPopMatrix()
- glcanvas.glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
- glcanvas.glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
+ glTranslate(0.0, 0.0, -2.0);
+ glRotate(30.0, 1.0, 0.0, 0.0);
+ glRotate(30.0, 0.0, 1.0, 0.0);
+
+ glTranslate(0, -1, 0)
+ glRotate(250, 1, 0, 0)
+ glutSolidCone(0.5, 1, 30, 5)
+ glPopMatrix()
+ glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
+ glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
# push into visible buffer
self.SwapBuffers()
+
overview = """\
"""
-#----------------------------------------------------------------------
-def _test():
- class MyApp(wxApp):
- def OnInit(self):
- frame = wx.Frame(None, -1, "GL Demos", wx.DefaultPosition, (600,300))
- #win = ConeCanvas(frame)
- MySplitter(frame)
- frame.Show(True)
- self.SetTopWindow(frame)
- return True
+if __name__ == '__main__':
+ import sys,os
+ import run
+ run.main(['', os.path.basename(sys.argv[0])])
- app = MyApp(0)
- app.MainLoop()
-if __name__ == '__main__':
- _test()
+
+
+#----------------------------------------------------------------------