wxWidgets/wxPython/demo/wxGLCanvas.py
Robin Dunn 493f1553fd Cleanup up the demo a bit
Added wxWave

Added another patch for SWIG that optimizes the generated code some
and eliminates some unused type mappings in the type registry.
(Reduces it by about half!)


git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@10218 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2001-05-18 21:59:59 +00:00

248 lines
7.2 KiB
Python

from wxPython.wx import *
try:
from wxPython.glcanvas import *
haveGLCanvas = true
except ImportError:
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
except ImportError:
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.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.ShowModal()
dlg.Destroy()
else:
def runTest(frame, nb, log):
win = wxFrame(frame, -1, "GL Demos", wxDefaultPosition, wxSize(300,300))
CubeCanvas(win)
#MySplitter(win)
frame.otherWin = win
win.Show(true)
return None
class MySplitter(wxSplitterWindow):
def __init__(self, parent):
wxSplitterWindow.__init__(self, parent, -1)
cube = CubeCanvas(self)
cone = ConeCanvas(self)
self.SplitVertically(cube, cone)
self.SetSashPosition(300)
class CubeCanvas(wxGLCanvas):
def __init__(self, parent):
wxGLCanvas.__init__(self, parent, -1) #,
#attribList=[GL_RED_BITS, 4, GL_DOUBLEBUFFER] )
EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
EVT_SIZE(self, self.OnSize)
EVT_PAINT(self, self.OnPaint)
self.init = false
def OnEraseBackground(self, event):
pass # Do nothing, to avoid flashing.
def OnSize(self, event):
size = self.GetClientSize()
if self.GetContext():
self.SetCurrent()
glViewport(0, 0, size.width, size.height)
def OnPaint(self, event):
dc = wxPaintDC(self)
self.SetCurrent()
if not self.init:
self.InitGL()
self.init = true
# 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()
self.SwapBuffers()
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(30.0, 1.0, 0.0, 0.0);
glRotatef(30.0, 0.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
class ConeCanvas(wxGLCanvas):
def __init__(self, parent):
wxGLCanvas.__init__(self, parent, -1)
EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
EVT_SIZE(self, self.OnSize)
EVT_PAINT(self, self.OnPaint)
self.init = false
def OnEraseBackground(self, event):
pass # Do nothing, to avoid flashing.
def OnSize(self, event):
size = self.GetClientSize()
if self.GetContext():
self.SetCurrent()
glViewport(0, 0, size.width, size.height)
def GLInit( 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)
def OnPaint( self, event ):
dc = wxPaintDC(self)
if not self.init:
self.GLInit()
self.init = true
### Tell system to use _this_ glcanvas for all commands
self.SetCurrent()
# clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
# position viewer
glMatrixMode(GL_MODELVIEW);
# 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);
### From cone.py
glTranslate(0, -1, 0)
glRotate(250, 1, 0, 0)
glutSolidCone(1, 2, 50, 10)
glPopMatrix()
# 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))
#win = ConeCanvas(frame)
MySplitter(frame)
frame.Show(TRUE)
self.SetTopWindow(frame)
return TRUE
app = MyApp(0)
app.MainLoop()
if __name__ == '__main__':
_test()