#----------------------------------------------------------------------
-if not haveGLCanvas:
- def runTest(frame, nb, log):
- 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.ShowModal()
- dlg.Destroy()
-
-
-
-
-else:
- buttonDefs = {
- wx.NewId() : ('CubeCanvas', 'Cube'),
- wx.NewId() : ('ConeCanvas', 'Cone'),
- }
-
- class ButtonPanel(wx.Panel):
- def __init__(self, parent, log):
- wx.Panel.__init__(self, parent, -1)
- self.log = log
-
- box = wx.BoxSizer(wx.VERTICAL)
- 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, btn)
-
- #** Enable this to show putting a GLCanvas on the wx.Panel
- if 0:
- c = CubeCanvas(self)
- c.SetSize((200, 200))
- box.Add(c, 0, wx.ALIGN_CENTER|wx.ALL, 15)
-
- self.SetAutoLayout(True)
- self.SetSizer(box)
-
-
- def OnButton(self, evt):
+
+buttonDefs = {
+ wx.NewId() : ('CubeCanvas', 'Cube'),
+ wx.NewId() : ('ConeCanvas', 'Cone'),
+ }
+
+class ButtonPanel(wx.Panel):
+ def __init__(self, parent, log):
+ wx.Panel.__init__(self, parent, -1)
+ self.log = log
+
+ box = wx.BoxSizer(wx.VERTICAL)
+ 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, btn)
+
+ #** Enable this to show putting a GLCanvas on the wx.Panel
+ if 0:
+ c = CubeCanvas(self)
+ c.SetSize((200, 200))
+ box.Add(c, 0, wx.ALIGN_CENTER|wx.ALL, 15)
+
+ self.SetAutoLayout(True)
+ self.SetSizer(box)
+
+
+ def OnButton(self, evt):
+ if not haveGLCanvas:
+ dlg = wx.MessageDialog(self,
+ 'The GLCanvas class has not been included with this build of wxPython!',
+ 'Sorry', wx.OK | wx.ICON_WARNING)
+ dlg.ShowModal()
+ dlg.Destroy()
+
+ elif not haveOpenGL:
+ dlg = wx.MessageDialog(self,
+ 'The OpenGL package was not found. You can get it at\n'
+ 'http://PyOpenGL.sourceforge.net/',
+ 'Sorry', wx.OK | wx.ICON_WARNING)
+ dlg.ShowModal()
+ dlg.Destroy()
+
+ else:
canvasClassName = buttonDefs[evt.GetId()][0]
canvasClass = eval(canvasClassName)
frame = wx.Frame(None, -1, canvasClassName, size=(400,400))
frame.Show(True)
+class MyCanvasBase(glcanvas.GLCanvas):
+ def __init__(self, parent):
+ glcanvas.GLCanvas.__init__(self, parent, -1)
+ self.init = False
+ # initial mouse position
+ self.lastx = self.x = 30
+ self.lasty = self.y = 30
+ 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)
+ self.Bind(wx.EVT_LEFT_UP, self.OnMouseUp)
+ self.Bind(wx.EVT_MOTION, self.OnMouseMotion)
- def runTest(frame, nb, log):
- win = ButtonPanel(nb, log)
- return win
+ def OnEraseBackground(self, event):
+ pass # Do nothing, to avoid flashing on MSW.
+ def OnSize(self, event):
+ size = self.GetClientSize()
+ if self.GetContext():
+ self.SetCurrent()
+ glViewport(0, 0, size.width, size.height)
+ event.Skip()
- class MyCanvasBase(glcanvas.GLCanvas):
- def __init__(self, parent):
- glcanvas.GLCanvas.__init__(self, parent, -1)
- self.init = False
- # initial mouse position
- self.lastx = self.x = 30
- self.lasty = self.y = 30
- 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)
- self.Bind(wx.EVT_LEFT_UP, self.OnMouseUp)
- self.Bind(wx.EVT_MOTION, self.OnMouseMotion)
+ def OnPaint(self, event):
+ dc = wx.PaintDC(self)
+ self.SetCurrent()
+ if not self.init:
+ self.InitGL()
+ self.init = True
+ self.OnDraw()
- def OnEraseBackground(self, event):
- pass # Do nothing, to avoid flashing on MSW.
+ def OnMouseDown(self, evt):
+ self.CaptureMouse()
- def OnSize(self, event):
- size = self.GetClientSize()
- if self.GetContext():
- self.SetCurrent()
- glViewport(0, 0, size.width, size.height)
- event.Skip()
-
- def OnPaint(self, event):
- dc = wx.PaintDC(self)
- self.SetCurrent()
- if not self.init:
- self.InitGL()
- self.init = True
- self.OnDraw()
+ def OnMouseUp(self, evt):
+ self.ReleaseMouse()
- def OnMouseDown(self, evt):
- self.CaptureMouse()
+ def OnMouseMotion(self, evt):
+ if evt.Dragging() and evt.LeftIsDown():
+ self.x, self.y = self.lastx, self.lasty
+ self.x, self.y = evt.GetPosition()
+ self.Refresh(False)
- def OnMouseUp(self, evt):
- self.ReleaseMouse()
- def OnMouseMotion(self, evt):
- if evt.Dragging() and evt.LeftIsDown():
- self.x, self.y = self.lastx, self.lasty
- self.x, self.y = evt.GetPosition()
- self.Refresh(False)
+class CubeCanvas(MyCanvasBase):
+ 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(self.y, 1.0, 0.0, 0.0);
+ glRotatef(self.x, 0.0, 1.0, 0.0);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ def OnDraw(self):
+ # 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)
- class CubeCanvas(MyCanvasBase):
- 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(self.y, 1.0, 0.0, 0.0);
- glRotatef(self.x, 0.0, 1.0, 0.0);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
+ 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)
- def OnDraw(self):
- # clear color and depth buffers
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ 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)
- # 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( 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( 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(-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()
- 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)
+ glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
+ glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
- 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)
+ self.SwapBuffers()
- 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 ):
+ 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)
+ # position viewer
+ glMatrixMode(GL_MODELVIEW);
+
+
+ def OnDraw(self):
+ # clear color and depth buffers
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ # 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);
+
+ 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()
- class ConeCanvas(MyCanvasBase):
- def InitGL( 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)
- # position viewer
- glMatrixMode(GL_MODELVIEW);
-
-
- def OnDraw(self):
- # clear color and depth buffers
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- # 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);
-
- 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()
+#----------------------------------------------------------------------
+def runTest(frame, nb, log):
+ win = ButtonPanel(nb, log)
+ return win
-#----------------------------------------------------------------------