mirror of
https://github.com/wxWidgets/Phoenix.git
synced 2025-07-21 04:31:09 +02:00
372 lines
12 KiB
Python
372 lines
12 KiB
Python
#!/usr/bin/env python
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import os
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import sys
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from math import pi, sin, cos
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import wx
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try:
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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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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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from OpenGL.GL import *
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from OpenGL.GLU import *
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haveOpenGL = True
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except ImportError:
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haveOpenGL = False
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#----------------------------------------------------------------------
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buttonDefs = {
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wx.NewIdRef() : ('CubeCanvas', 'Cube'),
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wx.NewIdRef() : ('ConeCanvas', 'Cone'),
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}
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class ButtonPanel(wx.Panel):
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def __init__(self, parent, log):
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wx.Panel.__init__(self, parent, wx.ID_ANY)
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self.log = log
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box = wx.BoxSizer(wx.VERTICAL)
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box.Add((20, 30))
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keys = sorted(buttonDefs)
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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, btn)
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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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box.Add(c, 0, wx.ALIGN_CENTER | wx.ALL, 15)
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self.SetAutoLayout(True)
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self.SetSizer(box)
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def OnButton(self, evt):
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if not haveGLCanvas:
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dlg = wx.MessageDialog(self,
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'The GLCanvas class has not been included with this build of wxPython!',
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'Sorry', wx.OK | wx.ICON_WARNING)
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dlg.ShowModal()
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dlg.Destroy()
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elif not haveOpenGL:
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dlg = wx.MessageDialog(self,
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'The OpenGL package was not found. You can get it at\n'
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'http://PyOpenGL.sourceforge.net/ \n'
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'or $ pip install PyOpenGL PyOpenGL_accelerate',
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'Sorry', wx.OK | wx.ICON_WARNING)
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dlg.ShowModal()
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dlg.Destroy()
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else:
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canvasClassName = buttonDefs[evt.GetId()][0]
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canvasClass = eval(canvasClassName)
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frame = wx.Frame(None, wx.ID_ANY, canvasClassName, size=(400, 400))
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canvas = canvasClass(frame)
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frame.Show(True)
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class MyCanvasBase(glcanvas.GLCanvas):
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def __init__(self, parent):
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glcanvas.GLCanvas.__init__(self, parent, -1)
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self.init = False
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self.context = glcanvas.GLContext(self)
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# Initial mouse position.
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self.lastx = self.x = 30
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self.lasty = self.y = 30
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self.size = None
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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)
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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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def OnEraseBackground(self, event):
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pass # Do nothing, to avoid flashing on MSW.
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def OnSize(self, event):
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wx.CallAfter(self.DoSetViewport)
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event.Skip()
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def DoSetViewport(self):
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size = self.size = self.GetClientSize() * self.GetContentScaleFactor()
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self.SetCurrent(self.context)
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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(self.context)
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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, event):
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if self.HasCapture():
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self.ReleaseMouse()
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self.CaptureMouse()
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self.x, self.y = self.lastx, self.lasty = event.GetPosition()
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def OnMouseUp(self, event):
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if self.HasCapture():
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self.ReleaseMouse()
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def OnMouseMotion(self, event):
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if event.Dragging() and event.LeftIsDown():
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self.lastx, self.lasty = self.x, self.y
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self.x, self.y = event.GetPosition()
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self.Refresh(False)
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def ReadTexture(filename):
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# Load texture with PIL/PILLOW. RGBA png seems to load fine with pillow.
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## with Image.open(filename) as img:
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## imgWidth, imgHeight = img.size
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## img_data = img.tobytes("raw", "RGB", 0, -1)
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# Load texture with wxPython.
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# Hmmm this seems to be wrong channel order or something for wx.Image
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# with png alpha when using RGBA. Oh well. We will send jpg Robin instead.
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img = wx.Image(filename)
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## if not img.HasAlpha():
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## img.InitAlpha()
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imgWidth, imgHeight = img.GetSize()
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img_data = bytes(img.GetData())
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return (imgWidth, imgHeight, img_data)
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def GenerateTexture(imgWidth, imgHeight, img_data):
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textureID = glGenTextures(1)
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
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glBindTexture(GL_TEXTURE_2D, textureID)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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# https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml
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target = GL_TEXTURE_2D
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level = 0
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internalformat = GL_RGB # GL_RGBA
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width = imgWidth
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height = imgHeight
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border = 0
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format = GL_RGB # GL_RGBA
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type = GL_UNSIGNED_BYTE
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data = img_data
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glTexImage2D(target, level, internalformat, width, height, border, format, type, data)
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# https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTexEnv.xml
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target = GL_TEXTURE_ENV
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pname = GL_TEXTURE_ENV_MODE
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params = GL_MODULATE
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glTexEnvf(target, pname, params)
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return textureID
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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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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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glMatrixMode(GL_MODELVIEW)
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glTranslatef(0.0, 0.0, -2.0)
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# Position object.
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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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glEnable(GL_DEPTH_TEST)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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self.textureID = None
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path = os.path.abspath(os.path.join(os.path.dirname(__file__), 'bmp_source'))
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rd = 'robin.jpg'
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if os.path.exists(os.path.join(path, rd)):
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self.textureID = GenerateTexture(*ReadTexture(os.path.join(path, rd)))
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def OnDraw(self):
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# Clear color and depth buffers.
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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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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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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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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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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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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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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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if self.textureID:
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glEnable(GL_TEXTURE_2D)
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## glBindTexture(GL_TEXTURE_2D, self.textureID)
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glBegin(GL_QUADS)
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glNormal3f( 0.0, 0.0, 1.0)
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glTexCoord2f(0.0, 0.0)
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glVertex3fv((0.5, 0.5, 0.5))
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glTexCoord2f(1.0, 0.0)
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glVertex3fv((-0.5, 0.5, 0.5))
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glTexCoord2f(1.0, 1.0)
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glVertex3fv((-0.5,-0.5, 0.5))
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glTexCoord2f(0.0, 1.0)
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glVertex3fv((0.5,-0.5, 0.5))
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glEnd()
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if self.size is None:
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self.size = self.GetClientSize()
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w, h = self.size
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w = max(w, 1.0)
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h = max(h, 1.0)
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xScale = 180.0 / w
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yScale = 180.0 / h
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glRotatef((self.y - self.lasty) * yScale, 1.0, 0.0, 0.0);
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glRotatef((self.x - self.lastx) * xScale, 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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glMatrixMode(GL_PROJECTION)
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# Camera frustrum setup.
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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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glLightModelfv(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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glMatrixMode(GL_MODELVIEW)
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# Position viewer.
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glTranslatef(0.0, 0.0, -2.0);
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def OnDraw(self):
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# Clear color and depth buffers.
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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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glPushMatrix()
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# Position object.
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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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glTranslate(0, -1, 0)
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glRotate(250, 1, 0, 0)
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glEnable(GL_BLEND)
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glEnable(GL_POLYGON_SMOOTH)
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, (0.5, 0.5, 1.0, 0.5))
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 1.0)
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glShadeModel(GL_FLAT)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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quad = gluNewQuadric()
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base = .5
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top = 0.0
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height = 1.0
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slices = 16
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stacks = 16
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# stacks = 0
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if stacks:
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# This is the premade way to make a cone.
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gluCylinder(quad, base, top, height, slices, stacks)
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else:
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# Draw cone open ended without glu.
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tau = pi * 2
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glBegin(GL_TRIANGLE_FAN)
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centerX, centerY, centerZ = 0.0, 0.0, height
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glVertex3f(centerX, centerY, centerZ) # Center of circle.
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centerX, centerY, centerZ = 0.0, 0.0, 0.0
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for i in range(slices + 1):
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theta = tau * float(i) / float(slices) # Get the current angle.
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x = base * cos(theta) # Calculate the x component.
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y = base * sin(theta) # Calculate the y component.
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glVertex3f(x + centerX, y + centerY, centerZ) # Output vertex.
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glEnd()
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glPopMatrix()
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glRotatef((self.y - self.lasty), 0.0, 0.0, 1.0);
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glRotatef((self.x - self.lastx), 1.0, 0.0, 0.0);
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# Push into visible buffer.
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self.SwapBuffers()
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#----------------------------------------------------------------------
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def runTest(frame, nb, log):
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win = ButtonPanel(nb, log)
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return win
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overview = """\
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"""
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if __name__ == '__main__':
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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])] + sys.argv[1:])
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