#!/usr/bin/env python
# -*- coding: iso-8859-1 -*-
import wx
import sys
from wx import glcanvas
from OpenGL.GL import *
from OpenGL.GLUT import *
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.size = None
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 OnEraseBackground(self, event):
pass # Do nothing, to avoid flashing on MSW.
def OnSize(self, event):
size = self.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 OnMouseDown(self, evt):
self.CaptureMouse()
self.x, self.y = self.lastx, self.lasty = evt.GetPosition()
def OnMouseUp(self, evt):
self.ReleaseMouse()
def OnMouseMotion(self, evt):
if evt.Dragging() and evt.LeftIsDown():
self.lastx, self.lasty = self.x, self.y
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()
if self.size is None:
self.size = self.GetClientSize()
w, h = self.size
w = max(w, 1.0)
h = max(h, 1.0)
xScale = 180.0 / w
yScale = 180.0 / h
glRotatef((self.y - self.lasty) * yScale, 1.0, 0.0, 0.0);
glRotatef((self.x - self.lastx) * xScale, 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])
glLightModelfv(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)
# position viewer
glTranslatef(0.0, 0.0, -2.0);
#
glutInit(sys.argv)
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.y - self.lasty), 0.0, 0.0, 1.0);
glRotatef((self.x - self.lastx), 1.0, 0.0, 0.0);
# push into visible buffer
self.SwapBuffers()
class MainWindow(wx.Frame):
def __init__(self, parent = None, id = -1, title = "PyOpenGL Example 1"):
# Init
wx.Frame.__init__(
self, parent, id, title, size = (400,200),
style = wx.DEFAULT_FRAME_STYLE | wx.NO_FULL_REPAINT_ON_RESIZE
)
# TextCtrl
# self.control = wx.TextCtrl(self, -1, style = wx.TE_MULTILINE)
#self.control = ConeCanvas(self)
box = wx.BoxSizer(wx.HORIZONTAL)
box.Add(ConeCanvas(self), 1, wx.EXPAND)
box.Add(CubeCanvas(self), 1, wx.EXPAND)
self.SetAutoLayout(True)
self.SetSizer(box)
self.Layout()
# StatusBar
self.CreateStatusBar()
# Filemenu
filemenu = wx.Menu()
# Filemenu - About
menuitem = filemenu.Append(-1, "&About", "Information about this program")
self.Bind(wx.EVT_MENU, self.OnAbout, menuitem) # here comes the event-handler
# Filemenu - Separator
filemenu.AppendSeparator()
# Filemenu - Exit
menuitem = filemenu.Append(-1, "E&xit", "Terminate the program")
self.Bind(wx.EVT_MENU, self.OnExit, menuitem) # here comes the event-handler
# Menubar
menubar = wx.MenuBar()
menubar.Append(filemenu,"&File")
self.SetMenuBar(menubar)
# Show
self.Show(True)
def OnAbout(self,event):
message = "Using PyOpenGL in wxPython"
caption = "About PyOpenGL Example"
wx.MessageBox(message, caption, wx.OK)
def OnExit(self,event):
self.Close(True) # Close the frame.
app = wx.PySimpleApp()
frame = MainWindow()
app.MainLoop()
# destroying the objects, so that this script works more than once in IDLEdieses Beispiel
del frame
del app
wxPython and PyOpengl源码
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2010-01-02
01:42:51
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