X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/8eca4fef106b8327e2e55636de3f68a511a4c392..6a52ea5cb81dcd07c286d34b80945534780fe05f:/wxPython/demo/GLCanvas.py diff --git a/wxPython/demo/GLCanvas.py b/wxPython/demo/GLCanvas.py index 6757931c2f..5601305da8 100644 --- a/wxPython/demo/GLCanvas.py +++ b/wxPython/demo/GLCanvas.py @@ -18,57 +18,54 @@ except ImportError: #---------------------------------------------------------------------- -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)) @@ -76,184 +73,183 @@ else: 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 -#----------------------------------------------------------------------