+++ /dev/null
-
-from wxPython.wx import *
-try:
- from wxPython.glcanvas import *
- haveGLCanvas = true
-except ImportError:
- haveGLCanvas = false
-
-try:
- # The Python OpenGL package can be found at
- # http://starship.python.net:9673/crew/da/Code/PyOpenGL/
- from OpenGL.GL import *
- from OpenGL.GLUT import *
- haveOpenGL = true
-except ImportError:
- haveOpenGL = false
-
-#----------------------------------------------------------------------
-
-if not haveGLCanvas:
- def runTest(frame, nb, log):
- dlg = wxMessageDialog(frame, 'The wxGLCanvas has not been included with this build of wxPython!',
- 'Sorry', wxOK | wxICON_INFORMATION)
- dlg.ShowModal()
- dlg.Destroy()
-
-elif not haveOpenGL:
- def runTest(frame, nb, log):
- dlg = wxMessageDialog(frame,
- 'The OpenGL package was not found. You can get it at\n'
- 'http://starship.python.net:9673/crew/da/Code/PyOpenGL/',
- 'Sorry', wxOK | wxICON_INFORMATION)
- dlg.ShowModal()
- dlg.Destroy()
-
-
-else:
- def runTest(frame, nb, log):
- win = wxFrame(frame, -1, "GL Demos", wxDefaultPosition, wxSize(300,300))
- CubeCanvas(win)
- #MySplitter(win)
- frame.otherWin = win
- win.Show(true)
- return None
-
-
- class MySplitter(wxSplitterWindow):
- def __init__(self, parent):
- wxSplitterWindow.__init__(self, parent, -1)
- cube = CubeCanvas(self)
- cone = ConeCanvas(self)
-
- self.SplitVertically(cube, cone)
- self.SetSashPosition(300)
-
-
-
- class CubeCanvas(wxGLCanvas):
- def __init__(self, parent):
- wxGLCanvas.__init__(self, parent, -1)
- EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
- self.init = false
-
- def OnEraseBackground(self, event):
- pass # Do nothing, to avoid flashing.
-
- def OnSize(self, event):
- size = self.GetClientSize()
- if self.GetContext():
- self.SetCurrent()
- glViewport(0, 0, size.width, size.height)
-
-
- def OnPaint(self, event):
- dc = wxPaintDC(self)
-
- self.SetCurrent()
-
- if not self.init:
- self.InitGL()
- self.init = true
-
- # clear color and depth buffers
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- # draw six faces of a cube
- 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()
-
- self.SwapBuffers()
-
-
- def InitGL(self):
- # set viewing projection
- glMatrixMode(GL_PROJECTION);
- glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
-
- # position viewer
- glMatrixMode(GL_MODELVIEW);
- glTranslatef(0.0, 0.0, -2.0);
-
- # position object
- glRotatef(30.0, 1.0, 0.0, 0.0);
- glRotatef(30.0, 0.0, 1.0, 0.0);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
-
-
- class ConeCanvas(wxGLCanvas):
- def __init__(self, parent):
- wxGLCanvas.__init__(self, parent, -1)
- EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
- self.init = false
-
- def OnEraseBackground(self, event):
- pass # Do nothing, to avoid flashing.
-
- def OnSize(self, event):
- size = self.GetClientSize()
- if self.GetContext():
- self.SetCurrent()
- glViewport(0, 0, size.width, size.height)
-
- def GLInit( self ):
- glMatrixMode(GL_PROJECTION);
- # camera frustrum setup
- 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)
-
-
- def OnPaint( self, event ):
- dc = wxPaintDC(self)
- if not self.init:
- self.GLInit()
- self.init = true
-
- ### Tell system to use _this_ glcanvas for all commands
- self.SetCurrent()
- # clear color and depth buffers
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- # position viewer
- glMatrixMode(GL_MODELVIEW);
- # use a fresh transformation matrix
- glPushMatrix()
- # position object
- 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);
-
- ### From cone.py
- glTranslate(0, -1, 0)
- glRotate(250, 1, 0, 0)
- glutSolidCone(1, 2, 50, 10)
- glPopMatrix()
- # push into visible buffer
- self.SwapBuffers()
-
-
-#----------------------------------------------------------------------
-
-
-
-
-
-
-
-
-overview = """\
-"""
-
-
-
-
-
-#----------------------------------------------------------------------
-
-def _test():
- class MyApp(wxApp):
- def OnInit(self):
- frame = wxFrame(NULL, -1, "GL Demos", wxDefaultPosition, wxSize(600,300))
- #win = ConeCanvas(frame)
- MySplitter(frame)
- frame.Show(TRUE)
- self.SetTopWindow(frame)
- return TRUE
-
- app = MyApp(0)
- app.MainLoop()
-
-if __name__ == '__main__':
- _test()