]> git.saurik.com Git - wxWidgets.git/blobdiff - wxPython/demo/GLCanvas.py
Made more useable from the command-line, since that is its primary purpose.
[wxWidgets.git] / wxPython / demo / GLCanvas.py
index dd5d27eaec6d99bd89090fb076bf2aed42c324f1..6757931c2f3ff749ef8d4e6c14a5090b40b51608 100644 (file)
@@ -1,15 +1,8 @@
-# 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
@@ -17,9 +10,8 @@ except ImportError:
 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
@@ -28,25 +20,23 @@ except ImportError:
 
 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 = 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'),
@@ -62,14 +52,13 @@ else:
             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 wx.GLCanvas on the wxPanel
+            #** Enable this to show putting a GLCanvas on the wx.Panel
             if 0:
                 c = CubeCanvas(self)
                 c.SetSize((200, 200))
@@ -105,36 +94,40 @@ else:
             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 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)
+                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 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
@@ -142,113 +135,118 @@ else:
                 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()
 
@@ -259,25 +257,19 @@ else:
 
 
 
+
 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])] + sys.argv[1:])
 
-    app = MyApp(0)
-    app.MainLoop()
 
-if __name__ == '__main__':
-    _test()
+
+
+#----------------------------------------------------------------------