#!./python
# (c) Copyright 1993, Silicon Graphics, Inc.
# ALL RIGHTS RESERVED 
# Permission to use, copy, modify, and distribute this software for 
# any purpose and without fee is hereby granted, provided that the above
# copyright notice appear in all copies and that both the copyright notice
# and this permission notice appear in supporting documentation, and that 
# the name of Silicon Graphics, Inc. not be used in advertising
# or publicity pertaining to distribution of the software without specific,
# written prior permission. 
#
# THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
# AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
# INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
# FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
# GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
# SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
# KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
# LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
# THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
# ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
# ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
# POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
# 
# US Government Users Restricted Rights 
# Use, duplication, or disclosure by the Government is subject to
# restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
# (c)(1)(ii) of the Rights in Technical Data and Computer Software
# clause at DFARS 252.227-7013 and/or in similar or successor
# clauses in the FAR or the DOD or NASA FAR Supplement.
# Unpublished-- rights reserved under the copyright laws of the
# United States.  Contractor/manufacturer is Silicon Graphics,
# Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
#
# OpenGL(TM) is a trademark of Silicon Graphics, Inc.
#
#  accanti.c
#

from opengl import *
import time

execfile("jitter.py");

#
#
#

def myinit() :
     mat_ambient = newfv4(1.0,1.0,1.0,1.0);
     mat_specular = newfv4(1.0,1.0,1.0,1.0);
     light_position = newfv4(0.0,0.0,10.0,1.0);
     lm_ambient = newfv4(0.2,0.2,0.2,1.0);
     glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
     glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
     glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
     glLightfv(GL_LIGHT0, GL_POSITION, light_position);
     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
     glEnable(GL_LIGHTING);
     glEnable(GL_LIGHT0);
     glDepthFunc(GL_LESS);
     glEnable(GL_DEPTH_TEST);
     glShadeModel (GL_SMOOTH);
     glClearColor(0.0, 0.0, 0.0, 0.0);
     glClearAccum(0.0, 0.0, 0.0, 0.0);

def displayObjects() :
     torus_diffuse = newfv4(0.7,0.7,0.0,1.0);
     cube_diffuse = newfv4(0.0,0.7,0.7,1.0);
     sphere_diffuse = newfv4(0.7,0.0,0.7,1.0);
     octa_diffuse = newfv4(0.7,0.4,0.4,1.0);
     glPushMatrix();
     glRotatef(30.0, 1.0, 0.0, 0.0);
     glPushMatrix();
     glTranslatef(-0.80, 0.35, 0.0); 
     glRotatef(100.0, 1.0, 0.0, 0.0);
     glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
     auxSolidTorus(0.275, 0.85);
     glPopMatrix();
     glPushMatrix();
     glTranslatef(-0.75, -0.50, 0.0); 
     glRotatef(45.0, 0.0, 0.0, 1.0);
     glRotatef(45.0, 1.0, 0.0, 0.0);
     glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
     auxSolidCube(1.5);
     glPopMatrix();
     glPushMatrix();
     glTranslatef(0.75, 0.60, 0.0); 
     glRotatef(30.0, 1.0, 0.0, 0.0);
     glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
     auxSolidSphere(1.0);
     glPopMatrix();
     glPushMatrix();
     glTranslatef(0.70, -0.90, 0.25); 
     glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
     auxSolidOctahedron(1.0);
     glPopMatrix();
     glPopMatrix ();

ACSIZE = 8;


def reshape(w,h):
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (w <= h): 
	glOrtho(-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0);
    else: 
	glOrtho(-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);

def display():
     viewport = array_int(4);
     glGetIntegerv(GL_VIEWPORT, viewport);
     glClear(GL_ACCUM_BUFFER_BIT);
     for jitter in range(0,ACSIZE):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glPushMatrix();
	glTranslatef(j8[jitter][0]*4.5/get_int(viewport,2),\
	    j8[jitter][1]*4.5/get_int(viewport,3), 0.0);
	displayObjects();
	glPopMatrix();
	glAccum(GL_ACCUM, 1.0/ACSIZE);
     glAccum(GL_RETURN, 1.0);
     glFlush();

auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_ACCUM | AUX_DEPTH);
auxInitPosition (0, 0, 400, 400);
auxInitWindow ("accanti");
myinit();
reshape(400,400);
display();
time.sleep(15)

