Merged modifications from the 2.6 branch
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@36607 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -80,6 +80,7 @@ class MyCanvasBase(glcanvas.GLCanvas):
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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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@@ -93,7 +94,7 @@ class MyCanvasBase(glcanvas.GLCanvas):
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def OnSize(self, event):
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size = self.GetClientSize()
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size = self.size = self.GetClientSize()
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if self.GetContext():
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self.SetCurrent()
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glViewport(0, 0, size.width, size.height)
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@@ -111,6 +112,7 @@ class MyCanvasBase(glcanvas.GLCanvas):
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def OnMouseDown(self, evt):
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self.CaptureMouse()
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self.x, self.y = self.lastx, self.lasty = evt.GetPosition()
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def OnMouseUp(self, evt):
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@@ -119,7 +121,7 @@ class MyCanvasBase(glcanvas.GLCanvas):
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def OnMouseMotion(self, evt):
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if evt.Dragging() and evt.LeftIsDown():
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self.x, self.y = self.lastx, self.lasty
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self.lastx, self.lasty = self.x, self.y
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self.x, self.y = evt.GetPosition()
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self.Refresh(False)
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@@ -129,25 +131,25 @@ class MyCanvasBase(glcanvas.GLCanvas):
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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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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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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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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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glEnable(GL_DEPTH_TEST)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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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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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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@@ -188,8 +190,15 @@ class CubeCanvas(MyCanvasBase):
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glVertex3f(-0.5, 0.5,-0.5)
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glEnd()
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glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
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glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
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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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@@ -199,9 +208,9 @@ class CubeCanvas(MyCanvasBase):
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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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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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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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@@ -209,7 +218,7 @@ class ConeCanvas(MyCanvasBase):
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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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glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
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glLightModel(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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@@ -217,25 +226,28 @@ class ConeCanvas(MyCanvasBase):
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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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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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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(0.0, 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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glutSolidCone(0.5, 1, 30, 5)
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glPopMatrix()
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glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
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glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
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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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