#!

# This is statement is required by the build system to query build info
if __name__ == '__build__':
	raise Exception

import string
__version__ = string.split('$Revision: 1.8 $')[1]
__date__ = string.join(string.split('$Date: 2002/12/31 04:13:56 $')[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 and Tony Colston 2000)
# To be honst I stole all of John Ferguson's code and just added the changed stuff for lesson 5. So he did most
# of the hard work.
#
# The port was based on the PyOpenGL tutorial module: dots.py  
#
# If you've found this code useful, please let me know (email John Ferguson at hakuin@voicenet.com).
# or Tony Colston (tonetheman@hotmail.com)
#
# See original source and C based tutorial at http:#nehe.gamedev.net
#
# Note:
# -----
# This code is not a good example of Python and using OO techniques.  It is a simple and direct
# exposition of how to use the Open GL API in Python via the PyOpenGL package.  It also uses GLUT,
# which in my opinion is a high quality library in that it makes my work simpler.  Due to using
# these APIs, this code is more like a C program using function based programming (which Python
# is in fact based upon, note the use of closures and lambda) than a "good" OO program.
#
# To run this code get and install OpenGL, GLUT, PyOpenGL (see http:#www.python.org), and NumPy.
# Installing PyNumeric means having a C compiler that is configured properly, or so I found.  For 
# Win32 this assumes VC++, I poked through the setup.py for Numeric, and chased through disutils code
# and noticed what seemed to be hard coded preferences for VC++ in the case of a Win32 OS.  However,
# I am new to Python and know little about disutils, so I may just be not using it right.
#
# NumPy is not a hard requirement, as I am led to believe (based on skimming PyOpenGL sources) that
# PyOpenGL could run without it. However preformance may be impacted since NumPy provides an efficient
# multi-dimensional array type and a linear algebra library.
#
# 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

# 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

# Rotation angle for the triangle. 
rtri = 0.0

# Rotation angle for the quadrilateral.
rquad = 0.0

# 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.
    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)

# 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)

# The main drawing function. 
def DrawGLScene():
	global rtri, rquad

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	# Clear The Screen And The Depth Buffer
	glLoadIdentity();					# Reset The View
	glTranslatef(-1.5,0.0,-6.0);				# Move Left And Into The Screen

	glRotatef(rtri,0.0,1.0,0.0);				# Rotate The Pyramid On It's Y Axis

	glBegin(GL_TRIANGLES);					# Start Drawing The Pyramid

	glColor3f(1.0,0.0,0.0);			# Red
	glVertex3f( 0.0, 1.0, 0.0);		# Top Of Triangle (Front)
	glColor3f(0.0,1.0,0.0);			# Green
	glVertex3f(-1.0,-1.0, 1.0);		# Left Of Triangle (Front)
	glColor3f(0.0,0.0,1.0);			# Blue
	glVertex3f( 1.0,-1.0, 1.0);

	glColor3f(1.0,0.0,0.0);			# Red
	glVertex3f( 0.0, 1.0, 0.0);		# Top Of Triangle (Right)
	glColor3f(0.0,0.0,1.0);			# Blue
	glVertex3f( 1.0,-1.0, 1.0);		# Left Of Triangle (Right)
	glColor3f(0.0,1.0,0.0);			# Green
	glVertex3f( 1.0,-1.0, -1.0);		# Right 

	glColor3f(1.0,0.0,0.0);			# Red
	glVertex3f( 0.0, 1.0, 0.0);		# Top Of Triangle (Back)
	glColor3f(0.0,1.0,0.0);			# Green
	glVertex3f( 1.0,-1.0, -1.0);		# Left Of Triangle (Back)
	glColor3f(0.0,0.0,1.0);			# Blue
	glVertex3f(-1.0,-1.0, -1.0);		# Right Of 
		
		
	glColor3f(1.0,0.0,0.0);			# Red
	glVertex3f( 0.0, 1.0, 0.0);		# Top Of Triangle (Left)
	glColor3f(0.0,0.0,1.0);			# Blue
	glVertex3f(-1.0,-1.0,-1.0);		# Left Of Triangle (Left)
	glColor3f(0.0,1.0,0.0);			# Green
	glVertex3f(-1.0,-1.0, 1.0);		# Right Of Triangle (Left)
	glEnd();	


	glLoadIdentity();
	glTranslatef(1.5,0.0,-7.0);		# Move Right And Into The Screen
	glRotatef(rquad,1.0,1.0,1.0);		# Rotate The Cube On X, Y & Z
	glBegin(GL_QUADS);			# Start Drawing The Cube


	glColor3f(0.0,1.0,0.0);			# Set The Color To Blue
	glVertex3f( 1.0, 1.0,-1.0);		# Top Right Of The Quad (Top)
	glVertex3f(-1.0, 1.0,-1.0);		# Top Left Of The Quad (Top)
	glVertex3f(-1.0, 1.0, 1.0);		# Bottom Left Of The Quad (Top)
	glVertex3f( 1.0, 1.0, 1.0);		# Bottom Right Of The Quad (Top)

	glColor3f(1.0,0.5,0.0);			# Set The Color To Orange
	glVertex3f( 1.0,-1.0, 1.0);		# Top Right Of The Quad (Bottom)
	glVertex3f(-1.0,-1.0, 1.0);		# Top Left Of The Quad (Bottom)
	glVertex3f(-1.0,-1.0,-1.0);		# Bottom Left Of The Quad (Bottom)
	glVertex3f( 1.0,-1.0,-1.0);		# Bottom Right Of The Quad (Bottom)

	glColor3f(1.0,0.0,0.0);			# Set The Color To Red
	glVertex3f( 1.0, 1.0, 1.0);		# Top Right Of The Quad (Front)
	glVertex3f(-1.0, 1.0, 1.0);		# Top Left Of The Quad (Front)
	glVertex3f(-1.0,-1.0, 1.0);		# Bottom Left Of The Quad (Front)
	glVertex3f( 1.0,-1.0, 1.0);		# Bottom Right Of The Quad (Front)

	glColor3f(1.0,1.0,0.0);			# Set The Color To Yellow
	glVertex3f( 1.0,-1.0,-1.0);		# Bottom Left Of The Quad (Back)
	glVertex3f(-1.0,-1.0,-1.0);		# Bottom Right Of The Quad (Back)
	glVertex3f(-1.0, 1.0,-1.0);		# Top Right Of The Quad (Back)
	glVertex3f( 1.0, 1.0,-1.0);		# Top Left Of The Quad (Back)

	glColor3f(0.0,0.0,1.0);			# Set The Color To Blue
	glVertex3f(-1.0, 1.0, 1.0);		# Top Right Of The Quad (Left)
	glVertex3f(-1.0, 1.0,-1.0);		# Top Left Of The Quad (Left)
	glVertex3f(-1.0,-1.0,-1.0);		# Bottom Left Of The Quad (Left)
	glVertex3f(-1.0,-1.0, 1.0);		# Bottom Right Of The Quad (Left)

	glColor3f(1.0,0.0,1.0);			# Set The Color To Violet
	glVertex3f( 1.0, 1.0,-1.0);		# Top Right Of The Quad (Right)
	glVertex3f( 1.0, 1.0, 1.0);		# Top Left Of The Quad (Right)
	glVertex3f( 1.0,-1.0, 1.0);		# Bottom Left Of The Quad (Right)
	glVertex3f( 1.0,-1.0,-1.0);		# Bottom Right Of The Quad (Right)
	glEnd();				# Done Drawing The Quad

	# What values to use?  Well, if you have a FAST machine and a FAST 3D Card, then
	# large values make an unpleasant display with flickering and tearing.  I found that
	# smaller values work better, but this was based on my experience.
	rtri  = rtri + 0.2                  # Increase The Rotation Variable For The Triangle
	rquad = rquad - 0.15                 # Decrease The Rotation Variable For The Quad


	#  since this is double buffered, swap the buffers to display what just got drawn. 
	glutSwapBuffers()

# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)  
def keyPressed(*args):
	# If escape is pressed, kill everything.
    if args[0] == ESCAPE:
	    sys.exit()

def main():
	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()
    	
