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#!/usr/bin/env python
import os
import sys
from math import pi, sin, cos
import wx
try:
from wx import glcanvas
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.GLU import *
haveOpenGL = True
except ImportError:
haveOpenGL = False
#----------------------------------------------------------------------
buttonDefs = {
wx.NewIdRef() : ('CubeCanvas', 'Cube'),
wx.NewIdRef() : ('ConeCanvas', 'Cone'),
}
class ButtonPanel(wx.Panel):
def __init__(self, parent, log):
wx.Panel.__init__(self, parent, wx.ID_ANY)
self.log = log
box = wx.BoxSizer(wx.VERTICAL)
box.Add((20, 30))
keys = sorted(buttonDefs)
for k in keys:
text = buttonDefs[k][1]
btn = wx.Button(self, k, text)
box.Add(btn, 0, wx.ALIGN_CENTER | wx.ALL, 15)
self.Bind(wx.EVT_BUTTON, self.OnButton, btn)
#** Enable this to show putting a GLCanvas on the wx.Panel .
if 0:
c = CubeCanvas(self)
c.SetSize((200, 200))
box.Add(c, 0, wx.ALIGN_CENTER | wx.ALL, 15)
self.SetAutoLayout(True)
self.SetSizer(box)
def OnButton(self, evt):
if not haveGLCanvas:
dlg = wx.MessageDialog(self,
'The GLCanvas class has not been included with this build of wxPython!',
'Sorry', wx.OK | wx.ICON_WARNING)
dlg.ShowModal()
dlg.Destroy()
elif not haveOpenGL:
dlg = wx.MessageDialog(self,
'The OpenGL package was not found. You can get it at\n'
'http://PyOpenGL.sourceforge.net/ \n'
'or $ pip install PyOpenGL PyOpenGL_accelerate',
'Sorry', wx.OK | wx.ICON_WARNING)
dlg.ShowModal()
dlg.Destroy()
else:
canvasClassName = buttonDefs[evt.GetId()][0]
canvasClass = eval(canvasClassName)
frame = wx.Frame(None, wx.ID_ANY, canvasClassName, size=(400, 400))
canvas = canvasClass(frame)
frame.Show(True)
class MyCanvasBase(glcanvas.GLCanvas):
def __init__(self, parent):
glcanvas.GLCanvas.__init__(self, parent, -1)
self.init = False
self.context = glcanvas.GLContext(self)
# 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):
wx.CallAfter(self.DoSetViewport)
event.Skip()
def DoSetViewport(self):
size = self.size = self.GetClientSize() * self.GetContentScaleFactor()
self.SetCurrent(self.context)
glViewport(0, 0, size.width, size.height)
def OnPaint(self, event):
dc = wx.PaintDC(self)
self.SetCurrent(self.context)
if not self.init:
self.InitGL()
self.init = True
self.OnDraw()
def OnMouseDown(self, event):
if self.HasCapture():
self.ReleaseMouse()
self.CaptureMouse()
self.x, self.y = self.lastx, self.lasty = event.GetPosition()
def OnMouseUp(self, event):
if self.HasCapture():
self.ReleaseMouse()
def OnMouseMotion(self, event):
if event.Dragging() and event.LeftIsDown():
self.lastx, self.lasty = self.x, self.y
self.x, self.y = event.GetPosition()
self.Refresh(False)
def ReadTexture(filename):
# Load texture with PIL/PILLOW. RGBA png seems to load fine with pillow.
## with Image.open(filename) as img:
## imgWidth, imgHeight = img.size
## img_data = img.tobytes("raw", "RGB", 0, -1)
# Load texture with wxPython.
# Hmmm this seems to be wrong channel order or something for wx.Image
# with png alpha when using RGBA. Oh well. We will send jpg Robin instead.
img = wx.Image(filename)
## if not img.HasAlpha():
## img.InitAlpha()
imgWidth, imgHeight = img.GetSize()
img_data = bytes(img.GetData())
return (imgWidth, imgHeight, img_data)
def GenerateTexture(imgWidth, imgHeight, img_data):
textureID = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glBindTexture(GL_TEXTURE_2D, textureID)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
# https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml
target = GL_TEXTURE_2D
level = 0
internalformat = GL_RGB # GL_RGBA
width = imgWidth
height = imgHeight
border = 0
format = GL_RGB # GL_RGBA
type = GL_UNSIGNED_BYTE
data = img_data
glTexImage2D(target, level, internalformat, width, height, border, format, type, data)
# https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTexEnv.xml
target = GL_TEXTURE_ENV
pname = GL_TEXTURE_ENV_MODE
params = GL_MODULATE
glTexEnvf(target, pname, params)
return textureID
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)
self.textureID = None
path = os.path.abspath(os.path.join(os.path.dirname(__file__), 'bmp_source'))
rd = 'robin.jpg'
if os.path.exists(os.path.join(path, rd)):
self.textureID = GenerateTexture(*ReadTexture(os.path.join(path, rd)))
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.textureID:
glEnable(GL_TEXTURE_2D)
## glBindTexture(GL_TEXTURE_2D, self.textureID)
glBegin(GL_QUADS)
glNormal3f( 0.0, 0.0, 1.0)
glTexCoord2f(0.0, 0.0)
glVertex3fv((0.5, 0.5, 0.5))
glTexCoord2f(1.0, 0.0)
glVertex3fv((-0.5, 0.5, 0.5))
glTexCoord2f(1.0, 1.0)
glVertex3fv((-0.5,-0.5, 0.5))
glTexCoord2f(0.0, 1.0)
glVertex3fv((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);
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)
glEnable(GL_BLEND)
glEnable(GL_POLYGON_SMOOTH)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, (0.5, 0.5, 1.0, 0.5))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 1.0)
glShadeModel(GL_FLAT)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
quad = gluNewQuadric()
base = .5
top = 0.0
height = 1.0
slices = 16
stacks = 16
# stacks = 0
if stacks:
# This is the premade way to make a cone.
gluCylinder(quad, base, top, height, slices, stacks)
else:
# Draw cone open ended without glu.
tau = pi * 2
glBegin(GL_TRIANGLE_FAN)
centerX, centerY, centerZ = 0.0, 0.0, height
glVertex3f(centerX, centerY, centerZ) # Center of circle.
centerX, centerY, centerZ = 0.0, 0.0, 0.0
for i in range(slices + 1):
theta = tau * float(i) / float(slices) # Get the current angle.
x = base * cos(theta) # Calculate the x component.
y = base * sin(theta) # Calculate the y component.
glVertex3f(x + centerX, y + centerY, centerZ) # Output vertex.
glEnd()
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()
#----------------------------------------------------------------------
def runTest(frame, nb, log):
win = ButtonPanel(nb, log)
return win
overview = """\
"""
if __name__ == '__main__':
import sys,os
import run
run.main(['', os.path.basename(sys.argv[0])] + sys.argv[1:])
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