#!

# This is statement is required by the build system to query build info
if __name__ == '__build__':
	raise Exception

import string
__version__ = string.split('$Revision: 1.10 $')[1]
__date__ = string.join(string.split('$Date: 2003/05/04 05:56:48 $')[1:3], ' ')
__author__ = 'Tarn Weisner Burton <twburton@users.sourceforge.net>'

#
# Ported to PyOpenGL 2.0 by Tarn Weisner Burton 10May2001
#
# This code was created by Richard Campbell '99 (ported to Python/PyOpenGL by John Ferguson 2000)
#
# The port was based on the lesson5 tutorial module by Tony Colston (tonetheman@hotmail.com).  
#
# If you've found this code useful, please let me know (email John Ferguson at hakuin@voicenet.com).
#
# See original source and C based tutorial at http:#nehe.gamedev.net
#
# Note:
# -----
# Now, I assume you've read the prior tutorial notes and know the deal here.  The one major, new requirement
# is to have a working version of PIL (Python Image Library) on your machine.
#
# General Users:
# --------------
# I think to use textures at all you need Nunmeric Python, I tried without it and BAM Python didn't "like" the texture API.
#
# Win32 Users:
# ------------
# Well, here's the install I used to get it working:
# [1] py152.exe - include the TCL install!
# [2] PyOpenGL.EXE - probably the latest, the Vaults notes should give you a clue.
# [3] Distutils-0.9.win32.exe for step #4
# [4] Numerical-15.3.tgz - run the setup.py (need VC++ on your machine, otherwise, have fun with #3, it looks fixable to use gCC).
#
# Win98 users (yes Win98, I have Mandrake on the other partition okay?), you need to the Tcl bin directory in your PATH, not PYTHONPATH,
# just the DOS PATH.
#
# BTW, since this is Python make sure you use tabs or spaces to indent, I had numerous problems since I 
# was using editors that were not sensitive to Python.
#
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import sys
from Image import *

# Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = '\033'

# Number of the glut window.
window = 0

# Rotations for cube. 
xrot = yrot = zrot = 0.0

texture_num = 2
object = 0
light = 0

def LoadTextures():
	global texture_num, textures
	image = open("Wall.bmp")
	
	ix = image.size[0]
	iy = image.size[1]
	image = image.tostring("raw", "RGBX", 0, -1)
	
	# Create Texture
	textures = glGenTextures(3)
	glBindTexture(GL_TEXTURE_2D, textures[0])   # 2d texture (x and y size)
	
	glPixelStorei(GL_UNPACK_ALIGNMENT,1)
	glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)

	# Create Linear Filtered Texture 
	glBindTexture(GL_TEXTURE_2D, textures[1])
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
	glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)

	# Create MipMapped Texture
	glBindTexture(GL_TEXTURE_2D, textures[2])
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST)
	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image)



# A general OpenGL initialization function.  Sets all of the initial parameters. 
def InitGL(Width, Height):				# We call this right after our OpenGL window is created.
	global quadratic
	
	LoadTextures()

	quadratic = gluNewQuadric()
	gluQuadricNormals(quadratic, GLU_SMOOTH)		# Create Smooth Normals (NEW) 
	gluQuadricTexture(quadratic, GL_TRUE)			# Create Texture Coords (NEW) 
 
	glEnable(GL_TEXTURE_2D)
	glClearColor(0.0, 0.0, 0.0, 0.0)	# This Will Clear The Background Color To Black
	glClearDepth(1.0)					# Enables Clearing Of The Depth Buffer
	glDepthFunc(GL_LESS)				# The Type Of Depth Test To Do
	glEnable(GL_DEPTH_TEST)				# Enables Depth Testing
	glShadeModel(GL_SMOOTH)				# Enables Smooth Color Shading
	
	glMatrixMode(GL_PROJECTION)
	glLoadIdentity()					# Reset The Projection Matrix
										# Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)

	glMatrixMode(GL_MODELVIEW)

	glLightfv(GL_LIGHT0, GL_AMBIENT, (0.5, 0.5, 0.5, 1.0))		# Setup The Ambient Light 
	glLightfv(GL_LIGHT0, GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0))		# Setup The Diffuse Light 
	glLightfv(GL_LIGHT0, GL_POSITION, (0.0, 0.0, 2.0, 1.0))	# Position The Light 
	glEnable(GL_LIGHT0)					# Enable Light One 



# The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
def ReSizeGLScene(Width, Height):
	if Height == 0:						# Prevent A Divide By Zero If The Window Is Too Small 
		Height = 1

	glViewport(0, 0, Width, Height)		# Reset The Current Viewport And Perspective Transformation
	glMatrixMode(GL_PROJECTION)
	glLoadIdentity()
	gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
	glMatrixMode(GL_MODELVIEW)


def DrawCube():
	glBegin(GL_QUADS)				# Start Drawing The Cube
	
	# Front Face (note that the texture's corners have to match the quad's corners)
	glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0,  1.0)	# Bottom Left Of The Texture and Quad
	glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0,  1.0)	# Bottom Right Of The Texture and Quad
	glTexCoord2f(1.0, 1.0); glVertex3f( 1.0,  1.0,  1.0)	# Top Right Of The Texture and Quad
	glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,  1.0,  1.0)	# Top Left Of The Texture and Quad
	
	# Back Face
	glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0)	# Bottom Right Of The Texture and Quad
	glTexCoord2f(1.0, 1.0); glVertex3f(-1.0,  1.0, -1.0)	# Top Right Of The Texture and Quad
	glTexCoord2f(0.0, 1.0); glVertex3f( 1.0,  1.0, -1.0)	# Top Left Of The Texture and Quad
	glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0)	# Bottom Left Of The Texture and Quad
	
	# Top Face
	glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,  1.0, -1.0)	# Top Left Of The Texture and Quad
	glTexCoord2f(0.0, 0.0); glVertex3f(-1.0,  1.0,  1.0)	# Bottom Left Of The Texture and Quad
	glTexCoord2f(1.0, 0.0); glVertex3f( 1.0,  1.0,  1.0)	# Bottom Right Of The Texture and Quad
	glTexCoord2f(1.0, 1.0); glVertex3f( 1.0,  1.0, -1.0)	# Top Right Of The Texture and Quad
	
	# Bottom Face	   
	glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0)	# Top Right Of The Texture and Quad
	glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0)	# Top Left Of The Texture and Quad
	glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0,  1.0)	# Bottom Left Of The Texture and Quad
	glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0,  1.0)	# Bottom Right Of The Texture and Quad
	
	# Right face
	glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0)	# Bottom Right Of The Texture and Quad
	glTexCoord2f(1.0, 1.0); glVertex3f( 1.0,  1.0, -1.0)	# Top Right Of The Texture and Quad
	glTexCoord2f(0.0, 1.0); glVertex3f( 1.0,  1.0,  1.0)	# Top Left Of The Texture and Quad
	glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0,  1.0)	# Bottom Left Of The Texture and Quad
	
	# Left Face
	glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0)	# Bottom Left Of The Texture and Quad
	glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0,  1.0)	# Bottom Right Of The Texture and Quad
	glTexCoord2f(1.0, 1.0); glVertex3f(-1.0,  1.0,  1.0)	# Top Right Of The Texture and Quad
	glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,  1.0, -1.0)	# Top Left Of The Texture and Quad
	
	glEnd();				# Done Drawing The Cube


# The main drawing function. 
def DrawGLScene():
	global xrot, yrot, zrot, textures, texture_num, object, quadratic, light

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)	# Clear The Screen And The Depth Buffer
	glLoadIdentity()					# Reset The View
	glTranslatef(0.0,0.0,-5.0)			# Move Into The Screen

	glRotatef(xrot,1.0,0.0,0.0)			# Rotate The Cube On It's X Axis
	glRotatef(yrot,0.0,1.0,0.0)			# Rotate The Cube On It's Y Axis
	glRotatef(zrot,0.0,0.0,1.0)			# Rotate The Cube On It's Z Axis
	
	glBindTexture(GL_TEXTURE_2D, textures[texture_num])

	if light:
		glEnable(GL_LIGHTING)
	else:
		glDisable(GL_LIGHTING)

	if object == 0:
		DrawCube()
	elif object == 1:
		glTranslatef(0.0,0.0,-1.5)			# Center The Cylinder 
		gluCylinder(quadratic,1.0,1.0,3.0,32,32)	# A Cylinder With A Radius Of 0.5 And A Height Of 2 
	elif object == 2:
		gluDisk(quadratic,0.5,1.5,32,32)
		# Draw A Disc (CD Shape) With An 
		# Inner Radius Of 0.5, And An 
		# Outer Radius Of 2.  Plus A Lot Of Segments  
	elif object == 3:
		gluSphere(quadratic,1.3,32,32) # Draw A Sphere With A Radius Of 1 And 16 Longitude And 16 Latitude Segments 
	elif object == 4:
		glTranslatef(0.0,0.0,-1.5)			# Center The Cone
		# A Cone With A Bottom Radius Of .5 And A Height Of 2 
		gluCylinder(quadratic,1.0,0.0,3.0,32,32)	
	elif object == 5:
		gluPartialDisk(quadratic,0.5,1.5,32,32,0,300)	# A Disk Like The One Before 
	elif object == 6:
		glutSolidTeapot(1.0)

	xrot  = xrot + 0.2				# X rotation
	yrot = yrot + 0.2				 # Y rotation
	zrot = zrot + 0.2				 # Z rotation

	#  since this is double buffered, swap the buffers to display what just got drawn. 
	glutSwapBuffers()


# The function called whenever a key is pressed
def keyPressed(key, x, y):
	global object, texture_num, light
	# If escape is pressed, kill everything.
	key = string.upper(key)
	if key == ESCAPE:
		sys.exit()
	elif key == 'L':
		light = not light
	elif key == 'T': #  switch the texture
		texture_num = (texture_num + 1) % 3
	elif key == 'O': #  switch the object
		object = (object + 1) % 7


def main():
	usage = """Press L to toggle Lighting
Press T to change textures
Press O to change objects"""
	print usage
	global window
	glutInit(sys.argv)

	# Select type of Display mode:   
	#  Double buffer 
	#  RGBA color
	# Alpha components supported 
	# Depth buffer
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
	
	# get a 640 x 480 window 
	glutInitWindowSize(640, 480)
	
	# the window starts at the upper left corner of the screen 
	glutInitWindowPosition(0, 0)
	
	# Okay, like the C version we retain the window id to use when closing, but for those of you new
	# to Python (like myself), remember this assignment would make the variable local and not global
	# if it weren't for the global declaration at the start of main.
	window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99")

   	# Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
	# set the function pointer and invoke a function to actually register the callback, otherwise it
	# would be very much like the C version of the code.	
	glutDisplayFunc(DrawGLScene)
	
	# Uncomment this line to get full screen.
	# glutFullScreen()

	# When we are doing nothing, redraw the scene.
	glutIdleFunc(DrawGLScene)
	
	# Register the function called when our window is resized.
	glutReshapeFunc(ReSizeGLScene)
	
	# Register the function called when the keyboard is pressed.  
	glutKeyboardFunc(keyPressed)

	# Initialize our window. 
	InitGL(640, 480)

	# Start Event Processing Engine	
	glutMainLoop()


# Print message to console, and kick off the main to get it rolling.
print "Hit ESC key to quit."
main()
		
