-# 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 wx.GLCanvas 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()
+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))
+ canvas = canvasClass(frame)
+ frame.Show(True)
-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()
+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.size = None
+ 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)
- 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)
- #** Enable this to show putting a wx.GLCanvas on the wxPanel
- if 0:
- c = CubeCanvas(self)
- c.SetSize((200, 200))
- box.Add(c, 0, wx.ALIGN_CENTER|wx.ALL, 15)
+ def OnEraseBackground(self, event):
+ pass # Do nothing, to avoid flashing on MSW.
- self.SetAutoLayout(True)
- self.SetSizer(box)
+ def OnSize(self, event):
+ size = self.size = self.GetClientSize()
+ if self.GetContext():
+ self.SetCurrent()
+ glViewport(0, 0, size.width, size.height)
+ event.Skip()
- def OnButton(self, evt):
- canvasClassName = buttonDefs[evt.GetId()][0]
- canvasClass = eval(canvasClassName)
- frame = wx.Frame(None, -1, canvasClassName, size=(400,400))
- canvas = canvasClass(frame)
- frame.Show(True)
+
+ 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.CaptureMouse()
+ self.x, self.y = self.lastx, self.lasty = evt.GetPosition()
- def runTest(frame, nb, log):
- win = ButtonPanel(nb, log)
- return win
+ def OnMouseUp(self, evt):
+ self.ReleaseMouse()
+ def OnMouseMotion(self, evt):
+ if evt.Dragging() and evt.LeftIsDown():
+ self.lastx, self.lasty = self.x, self.y
+ 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)
+
+ 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()
+
+ if self.size is None:
+ self.size = self.GetClientSize()
+ w, h = self.size
+ w = max(w, 1.0)
+ h = max(h, 1.0)
+ xScale = 180.0 / w
+ yScale = 180.0 / h
+ glRotatef((self.y - self.lasty) * yScale, 1.0, 0.0, 0.0);
+ glRotatef((self.x - self.lastx) * xScale, 0.0, 1.0, 0.0);
- 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) # needs fixing...
- self.Bind(wx.EVT_LEFT_UP, self.OnMouseUp)
- self.Bind(wx.EVT_MOTION, self.OnMouseMotion)
+ 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)
+ # position viewer
+ glTranslatef(0.0, 0.0, -2.0);
+
+
+
+ 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.y - self.lasty), 0.0, 0.0, 1.0);
+ glRotatef((self.x - self.lastx), 1.0, 0.0, 0.0);
+ # push into visible buffer
+ self.SwapBuffers()
- def OnEraseBackground(self, event):
- pass # Do nothing, to avoid flashing on MSW.
- def OnSize(self, event):
- size = self.GetClientSize()
- if self.GetContext():
- self.SetCurrent()
- glcanvas.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.CaptureMouse()
-
- 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
- glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
- glcanvas.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);
-
- # position object
- glcanvas.glRotatef(self.y, 1.0, 0.0, 0.0);
- glcanvas.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);
-
-
- def OnDraw(self):
- # clear color and depth buffers
- glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.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);
-
- self.SwapBuffers()
-
-
- class ConeCanvas(MyCanvasBase):
- def InitGL( self ):
- glcanvas.glMatrixMode(glcanvas.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)
- # position viewer
- glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
-
-
- def OnDraw(self):
- # clear color and depth buffers
- glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT);
- # use a fresh transformation matrix
- glcanvas.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);
- # push into visible buffer
- self.SwapBuffers()
+def runTest(frame, nb, log):
+ win = ButtonPanel(nb, log)
+ return win
-#----------------------------------------------------------------------
"""
-#----------------------------------------------------------------------
-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])] + sys.argv[1:])
- app = MyApp(0)
- app.MainLoop()
-if __name__ == '__main__':
- _test()
+
+
+#----------------------------------------------------------------------