.. module:: glcanvas ==================== Module `wx.glcanvas` ==================== `GLcanvas` provides an OpenGL Context to `wx.Window <../Widgets/wx.Window.html>`_. .. note:: Requires the PyOpenGL extension, available from http://PyOpenGL.sourceforge.net/ Usage ===== The following example shows a simple implementation that utilizes `wx.glcanvas.GLCanvas `_:: import wx import sys from wx import glcanvas # The Python OpenGL package can be found at # http://PyOpenGL.sourceforge.net/ 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() app = wx.App(0) frame = wx.Frame(None, -1, size=(400,400)) canvas = CubeCanvas(frame) frame.Show(True) app.MainLoop() | Module API ========== Widgets ^^^^^^^ .. toctree:: :maxdepth: 1 :glob: wx.glcanvas.*