Upadted GLCanvas demo
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@25358 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@ -1,15 +1,8 @@
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# 11/18/2003 - Jeff Grimmett (grimmtooth@softhome.net)
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#
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# o Updated for wx namespace
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# o Note: unable to install PyOpenGL on my system as I am running Python 2.3
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# and PyOpenGL does not support anything above Python 2.2. Did what I could,
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# but odds are good there are problems.
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#
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import wx
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import wx
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try:
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import wx.glcanvas as glcanvas
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from wx import glcanvas
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haveGLCanvas = True
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except ImportError:
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haveGLCanvas = False
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@ -17,9 +10,8 @@ except ImportError:
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try:
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# The Python OpenGL package can be found at
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# http://PyOpenGL.sourceforge.net/
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import OpenGL.GL as gl
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import OpenGL.GLUT as glut
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from OpenGL.GL import *
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from OpenGL.GLUT import *
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haveOpenGL = True
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except ImportError:
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haveOpenGL = False
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@ -28,25 +20,23 @@ except ImportError:
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if not haveGLCanvas:
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def runTest(frame, nb, log):
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dlg = wx.MessageDialog(
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frame, 'The wx.GLCanvas has not been included with this build of wxPython!',
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'Sorry', wx.OK | wx.ICON_INFORMATION
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)
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dlg = wx.MessageDialog(frame, 'The GLCanvas class has not been included with this build of wxPython!',
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'Sorry', wx.OK | wx.ICON_INFORMATION)
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dlg.ShowModal()
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dlg.Destroy()
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elif not haveOpenGL:
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def runTest(frame, nb, log):
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dlg = wx.MessageDialog(
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frame, 'The OpenGL package was not found. You can get it at\n'
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'http://PyOpenGL.sourceforge.net/', 'Sorry', wx.OK | wx.ICON_INFORMATION
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)
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dlg = wx.MessageDialog(frame,
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'The OpenGL package was not found. You can get it at\n'
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'http://PyOpenGL.sourceforge.net/',
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'Sorry', wx.OK | wx.ICON_INFORMATION)
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dlg.ShowModal()
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dlg.Destroy()
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else:
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buttonDefs = {
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wx.NewId() : ('CubeCanvas', 'Cube'),
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@ -62,14 +52,13 @@ else:
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box.Add((20, 30))
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keys = buttonDefs.keys()
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keys.sort()
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for k in keys:
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text = buttonDefs[k][1]
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btn = wx.Button(self, k, text)
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box.Add(btn, 0, wx.ALIGN_CENTER|wx.ALL, 15)
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self.Bind(wx.EVT_BUTTON, self.OnButton, id=k)
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self.Bind(wx.EVT_BUTTON, self.OnButton, btn)
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#** Enable this to show putting a wx.GLCanvas on the wxPanel
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#** Enable this to show putting a GLCanvas on the wx.Panel
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if 0:
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c = CubeCanvas(self)
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c.SetSize((200, 200))
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@ -105,7 +94,7 @@ else:
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self.Bind(wx.EVT_ERASE_BACKGROUND, self.OnEraseBackground)
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self.Bind(wx.EVT_SIZE, self.OnSize)
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self.Bind(wx.EVT_PAINT, self.OnPaint)
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self.Bind(wx.EVT_LEFT_DOWN, self.OnMouseDown) # needs fixing...
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self.Bind(wx.EVT_LEFT_DOWN, self.OnMouseDown)
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self.Bind(wx.EVT_LEFT_UP, self.OnMouseUp)
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self.Bind(wx.EVT_MOTION, self.OnMouseMotion)
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@ -114,19 +103,16 @@ else:
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def OnSize(self, event):
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size = self.GetClientSize()
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if self.GetContext():
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self.SetCurrent()
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glcanvas.glViewport(0, 0, size.width, size.height)
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glViewport(0, 0, size.width, size.height)
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def OnPaint(self, event):
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dc = wx.PaintDC(self)
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self.SetCurrent()
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if not self.init:
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self.InitGL()
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self.init = True
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self.OnDraw()
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def OnMouseDown(self, evt):
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@ -142,113 +128,118 @@ else:
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self.Refresh(False)
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class CubeCanvas(MyCanvasBase):
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def InitGL(self):
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# set viewing projection
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glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
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glcanvas.glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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glMatrixMode(GL_PROJECTION);
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glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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# position viewer
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glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
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glcanvas.glTranslatef(0.0, 0.0, -2.0);
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glMatrixMode(GL_MODELVIEW);
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glTranslatef(0.0, 0.0, -2.0);
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# position object
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glcanvas.glRotatef(self.y, 1.0, 0.0, 0.0);
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glcanvas.glRotatef(self.x, 0.0, 1.0, 0.0);
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glRotatef(self.y, 1.0, 0.0, 0.0);
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glRotatef(self.x, 0.0, 1.0, 0.0);
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glcanvas.glEnable(glcanvas.GL_DEPTH_TEST);
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glcanvas.glEnable(glcanvas.GL_LIGHTING);
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glcanvas.glEnable(glcanvas.GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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def OnDraw(self):
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# clear color and depth buffers
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glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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# draw six faces of a cube
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glcanvas.glBegin(glcanvas.GL_QUADS)
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glcanvas.glNormal3f( 0.0, 0.0, 1.0)
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glcanvas.glVertex3f( 0.5, 0.5, 0.5)
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glcanvas.glVertex3f(-0.5, 0.5, 0.5)
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glcanvas.glVertex3f(-0.5,-0.5, 0.5)
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glcanvas.glVertex3f( 0.5,-0.5, 0.5)
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glBegin(GL_QUADS)
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glNormal3f( 0.0, 0.0, 1.0)
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glVertex3f( 0.5, 0.5, 0.5)
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glVertex3f(-0.5, 0.5, 0.5)
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glVertex3f(-0.5,-0.5, 0.5)
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glVertex3f( 0.5,-0.5, 0.5)
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glcanvas.glNormal3f( 0.0, 0.0,-1.0)
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glcanvas.glVertex3f(-0.5,-0.5,-0.5)
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glcanvas.glVertex3f(-0.5, 0.5,-0.5)
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glcanvas.glVertex3f( 0.5, 0.5,-0.5)
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glcanvas.glVertex3f( 0.5,-0.5,-0.5)
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glNormal3f( 0.0, 0.0,-1.0)
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glVertex3f(-0.5,-0.5,-0.5)
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glVertex3f(-0.5, 0.5,-0.5)
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glVertex3f( 0.5, 0.5,-0.5)
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glVertex3f( 0.5,-0.5,-0.5)
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glcanvas.glNormal3f( 0.0, 1.0, 0.0)
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glcanvas.glVertex3f( 0.5, 0.5, 0.5)
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glcanvas.glVertex3f( 0.5, 0.5,-0.5)
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glcanvas.glVertex3f(-0.5, 0.5,-0.5)
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glcanvas.glVertex3f(-0.5, 0.5, 0.5)
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glNormal3f( 0.0, 1.0, 0.0)
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glVertex3f( 0.5, 0.5, 0.5)
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glVertex3f( 0.5, 0.5,-0.5)
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glVertex3f(-0.5, 0.5,-0.5)
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glVertex3f(-0.5, 0.5, 0.5)
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glcanvas.glNormal3f( 0.0,-1.0, 0.0)
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glcanvas.glVertex3f(-0.5,-0.5,-0.5)
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glcanvas.glVertex3f( 0.5,-0.5,-0.5)
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glcanvas.glVertex3f( 0.5,-0.5, 0.5)
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glcanvas.glVertex3f(-0.5,-0.5, 0.5)
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glNormal3f( 0.0,-1.0, 0.0)
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glVertex3f(-0.5,-0.5,-0.5)
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glVertex3f( 0.5,-0.5,-0.5)
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glVertex3f( 0.5,-0.5, 0.5)
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glVertex3f(-0.5,-0.5, 0.5)
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glcanvas.glNormal3f( 1.0, 0.0, 0.0)
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glcanvas.glVertex3f( 0.5, 0.5, 0.5)
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glcanvas.glVertex3f( 0.5,-0.5, 0.5)
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glcanvas.glVertex3f( 0.5,-0.5,-0.5)
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glcanvas.glVertex3f( 0.5, 0.5,-0.5)
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glNormal3f( 1.0, 0.0, 0.0)
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glVertex3f( 0.5, 0.5, 0.5)
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glVertex3f( 0.5,-0.5, 0.5)
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glVertex3f( 0.5,-0.5,-0.5)
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glVertex3f( 0.5, 0.5,-0.5)
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glcanvas.glNormal3f(-1.0, 0.0, 0.0)
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glcanvas.glVertex3f(-0.5,-0.5,-0.5)
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glcanvas.glVertex3f(-0.5,-0.5, 0.5)
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glcanvas.glVertex3f(-0.5, 0.5, 0.5)
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glcanvas.glVertex3f(-0.5, 0.5,-0.5)
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glcanvas.glEnd()
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glNormal3f(-1.0, 0.0, 0.0)
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glVertex3f(-0.5,-0.5,-0.5)
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glVertex3f(-0.5,-0.5, 0.5)
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glVertex3f(-0.5, 0.5, 0.5)
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glVertex3f(-0.5, 0.5,-0.5)
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glEnd()
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glcanvas.glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
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glcanvas.glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
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glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
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glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
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self.SwapBuffers()
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class ConeCanvas(MyCanvasBase):
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def InitGL( self ):
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glcanvas.glMatrixMode(glcanvas.GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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# camera frustrum setup
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glcanvas.glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
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glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
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glcanvas.glMaterial(glcanvas.GL_FRONT, glcanvas.GL_SHININESS, 50.0)
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glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
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glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
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glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
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glcanvas.glLight(glcanvas.GL_LIGHT0, glcanvas.GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
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glcanvas.glLightModel(glcanvas.GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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glcanvas.glEnable(glcanvas.GL_LIGHTING)
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glcanvas.glEnable(glcanvas.GL_LIGHT0)
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glcanvas.glDepthFunc(glcanvas.GL_LESS)
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glcanvas.glEnable(glcanvas.GL_DEPTH_TEST)
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glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT)
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glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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glMaterial(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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glMaterial(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
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glMaterial(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
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glMaterial(GL_FRONT, GL_SHININESS, 50.0)
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glLight(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
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glLight(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
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glLight(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
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glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
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glLightModel(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glDepthFunc(GL_LESS)
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glEnable(GL_DEPTH_TEST)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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# position viewer
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glcanvas.glMatrixMode(glcanvas.GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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def OnDraw(self):
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# clear color and depth buffers
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glcanvas.glClear(glcanvas.GL_COLOR_BUFFER_BIT | glcanvas.GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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# use a fresh transformation matrix
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glcanvas.glPushMatrix()
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glPushMatrix()
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# position object
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glcanvas.glTranslate(0.0, 0.0, -2.0);
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glcanvas.glRotate(30.0, 1.0, 0.0, 0.0);
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glcanvas.glRotate(30.0, 0.0, 1.0, 0.0);
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glTranslate(0.0, 0.0, -2.0);
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glRotate(30.0, 1.0, 0.0, 0.0);
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glRotate(30.0, 0.0, 1.0, 0.0);
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glcanvas.glTranslate(0, -1, 0)
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glcanvas.glRotate(250, 1, 0, 0)
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glcanvas.glutSolidCone(0.5, 1, 30, 5)
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glcanvas.glPopMatrix()
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glcanvas.glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
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glcanvas.glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
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glTranslate(0, -1, 0)
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glRotate(250, 1, 0, 0)
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glutSolidCone(0.5, 1, 30, 5)
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glPopMatrix()
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glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
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glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
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# push into visible buffer
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self.SwapBuffers()
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@ -259,25 +250,19 @@ else:
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overview = """\
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"""
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#----------------------------------------------------------------------
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def _test():
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class MyApp(wx.App):
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def OnInit(self):
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frame = wx.Frame(None, -1, "GL Demos", wx.DefaultPosition, (600,300))
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#win = ConeCanvas(frame)
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MySplitter(frame)
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frame.Show(True)
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self.SetTopWindow(frame)
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return True
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app = MyApp(0)
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app.MainLoop()
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if __name__ == '__main__':
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_test()
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import sys,os
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import run
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run.main(['', os.path.basename(sys.argv[0])])
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#----------------------------------------------------------------------
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