wxWidgets/wxPython/demo/wxGLCanvas.py
2002-06-13 16:57:18 +00:00

281 lines
8.1 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:
buttonDefs = {
wxNewId() : ('CubeCanvas', 'Cube'),
wxNewId() : ('ConeCanvas', 'Cone'),
}
class ButtonPanel(wxPanel):
def __init__(self, parent, log):
wxPanel.__init__(self, parent, -1)
self.log = log
box = wxBoxSizer(wxVERTICAL)
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)
#** Enable this to show putting a wxGLCanvas on the wxPanel
if 0:
c = CubeCanvas(self)
c.SetSize((200, 200))
box.Add(c, 0, wxALIGN_CENTER|wxALL, 15)
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))
canvas = canvasClass(frame)
frame.Show(true)
def runTest(frame, nb, log):
win = ButtonPanel(nb, log)
return win
class MyCanvasBase(wxGLCanvas):
def __init__(self, parent):
wxGLCanvas.__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)
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)
def OnPaint(self, event):
dc = wxPaintDC(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
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)
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 ):
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()
#----------------------------------------------------------------------
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()