-from wxPython.wx import *
+# 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
+
try:
- from wxPython.glcanvas import *
- haveGLCanvas = true
+ import wx.glcanvas as glcanvas
+ haveGLCanvas = True
except ImportError:
- haveGLCanvas = false
+ haveGLCanvas = False
try:
# The Python OpenGL package can be found at
# http://PyOpenGL.sourceforge.net/
- from OpenGL.GL import *
- from OpenGL.GLUT import *
- haveOpenGL = true
+
+ import OpenGL.GL as gl
+ import OpenGL.GLUT as glut
+ haveOpenGL = True
except ImportError:
- haveOpenGL = false
+ 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 = wx.MessageDialog(
+ frame, 'The wxGLCanvas 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 = wxMessageDialog(frame,
- 'The OpenGL package was not found. You can get it at\n'
- 'http://PyOpenGL.sourceforge.net/',
- 'Sorry', wxOK | wxICON_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 = {
- wxNewId() : ('CubeCanvas', 'Cube'),
- wxNewId() : ('ConeCanvas', 'Cone'),
+ wx.NewId() : ('CubeCanvas', 'Cube'),
+ wx.NewId() : ('ConeCanvas', 'Cone'),
}
- class ButtonPanel(wxPanel):
+ class ButtonPanel(wx.Panel):
def __init__(self, parent, log):
- wxPanel.__init__(self, parent, -1)
+ wx.Panel.__init__(self, parent, -1)
self.log = log
- box = wxBoxSizer(wxVERTICAL)
- box.Add(20, 30)
+ box = wx.BoxSizer(wx.VERTICAL)
+ box.Add((20, 30))
keys = buttonDefs.keys()
keys.sort()
+
for k in keys:
text = buttonDefs[k][1]
- btn = wxButton(self, k, text)
- box.Add(btn, 0, wxALIGN_CENTER|wxALL, 15)
- EVT_BUTTON(self, k, self.OnButton)
+ 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 wxGLCanvas on the wxPanel
+ if 0:
+ c = CubeCanvas(self)
+ c.SetSize((200, 200))
+ box.Add(c, 0, wx.ALIGN_CENTER|wx.ALL, 15)
- self.SetAutoLayout(true)
+ self.SetAutoLayout(True)
self.SetSizer(box)
+
def OnButton(self, evt):
canvasClassName = buttonDefs[evt.GetId()][0]
canvasClass = eval(canvasClassName)
- frame = wxFrame(None, -1, canvasClassName, size=(400,400))
+ frame = wx.Frame(None, -1, canvasClassName, size=(400,400))
canvas = canvasClass(frame)
- frame.Show(true)
+ frame.Show(True)
- class MyCanvasBase(wxGLCanvas):
+ class MyCanvasBase(glcanvas.GLCanvas):
def __init__(self, parent):
- wxGLCanvas.__init__(self, parent, -1)
- self.init = false
+ glcanvas.GLCanvas.__init__(self, parent, -1)
+ self.init = False
# initial mouse position
self.lastx = self.x = 30
self.lasty = self.y = 30
- EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
- EVT_SIZE(self, self.OnSize)
- EVT_PAINT(self, self.OnPaint)
- EVT_LEFT_DOWN(self, self.OnMouseDown) # needs fixing...
- EVT_LEFT_UP(self, self.OnMouseUp)
- EVT_MOTION(self, self.OnMouseMotion)
+ 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)
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)
+ glcanvas.glViewport(0, 0, size.width, size.height)
def OnPaint(self, event):
- dc = wxPaintDC(self)
+ dc = wx.PaintDC(self)
self.SetCurrent()
+
if not self.init:
self.InitGL()
- self.init = true
+ self.init = True
+
self.OnDraw()
def OnMouseDown(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)
-
-
+ 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);
+ glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
+ glcanvas.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);
+ glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
+ glcanvas.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);
+ glcanvas.glRotatef(self.y, 1.0, 0.0, 0.0);
+ glcanvas.glRotatef(self.x, 0.0, 1.0, 0.0);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
+ glcanvas.glEnable(glcanvas.GL_DEPTH_TEST);
+ glcanvas.glEnable(glcanvas.GL_LIGHTING);
+ glcanvas.glEnable(glcanvas.GL_LIGHT0);
def OnDraw(self):
# clear color and depth buffers
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.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()
-
- glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
- glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
+ 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 ):
- glMatrixMode(GL_PROJECTION);
+ glcanvas.glMatrixMode(glcanvas.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)
+ 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
- glMatrixMode(GL_MODELVIEW);
+ glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
def OnDraw(self):
# clear color and depth buffers
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT);
# use a fresh transformation matrix
- glPushMatrix()
+ glcanvas.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);
+ 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()
-
-
-
-
-
overview = """\
"""
-
-
-
#----------------------------------------------------------------------
def _test():
class MyApp(wxApp):
def OnInit(self):
- frame = wxFrame(None, -1, "GL Demos", wxDefaultPosition, wxSize(600,300))
+ frame = wx.Frame(None, -1, "GL Demos", wx.DefaultPosition, (600,300))
#win = ConeCanvas(frame)
MySplitter(frame)
- frame.Show(TRUE)
+ frame.Show(True)
self.SetTopWindow(frame)
- return TRUE
+ return True
app = MyApp(0)
app.MainLoop()