]> git.saurik.com Git - wxWidgets.git/blobdiff - wxPython/demo/wxGLCanvas.py
merged 2.2 branch
[wxWidgets.git] / wxPython / demo / wxGLCanvas.py
diff --git a/wxPython/demo/wxGLCanvas.py b/wxPython/demo/wxGLCanvas.py
new file mode 100644 (file)
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--- /dev/null
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+
+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)
+            EVT_SIZE(self, self.OnSize)
+            EVT_PAINT(self, self.OnPaint)
+            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)
+            EVT_SIZE(self, self.OnSize)
+            EVT_PAINT(self, self.OnPaint)
+            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()