#!./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# Unpublished-- rights reserved under the copyright laws of the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.
#/
#  bezsurf.c
#  This program renders a lighted, filled Bezier surface,
#  using two-dimensional evaluators.
#/

from opengl import *
import time

ctrlpoints = [\
    [[-1.5, -1.5, 4.0], [-0.5, -1.5, 2.0], [0.5, -1.5, -1.0],[1.5, -1.5, 2.0]],\
    [[-1.5, -0.5, 1.0],[-0.5, -0.5, 3.0],[0.5, -0.5, 0.0], [1.5, -0.5, -1.0]],\
    [[-1.5, 0.5, 4.0], [-0.5, 0.5, 0.0],[0.5, 0.5, 3.0], [1.5, 0.5, 4.0]],\
    [[-1.5, 1.5, -2.0], [-0.5, 1.5, -2.0], [0.5, 1.5, 0.0], [1.5, 1.5, -1.0]]\
]

def makectrlpts(pts):
     array = array_float(4*4*3);
     m = 0;
     for i in range(0,4):
         for j in range(0,4):
               for k in range(0,3):
                    set_float(array,m,pts[i][j][k])
                    m = m+1;
     return array

def initlights():
    ambient = newfv4(0.2, 0.2, 0.2, 1.0);
    position = newfv4(0.0,0.0,2.0,1.0);
    mat_diffuse = newfv4(0.6,0.6,0.6,1.0);
    mat_specular = newfv4(1.0, 1.0, 1.0, 1.0);
    mat_shininess =  newfv4(50.0,0,0,0);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

def display():
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glRotatef(85.0, 1.0, 1.0, 1.0);
    glEvalMesh2(GL_FILL, 0, 20, 0, 20);
    glPopMatrix();
    glFlush();

def myinit():
    glClearColor (0.0, 0.0, 0.0, 1.0);
    glEnable (GL_DEPTH_TEST);
    cpoints = makectrlpts(ctrlpoints);
    glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0,1,12,4, cpoints);
    glEnable(GL_MAP2_VERTEX_3);
    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);
    glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
    initlights();
    free(cpoints);

def myReshape(w, h):
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (w <= h):
	glOrtho(-4.0, 4.0, -4.0*h/w, 4.0*h/w, -4.0, 4.0);
    else:
	glOrtho(-4.0*w/h, 4.0*w/h, -4.0, 4.0, -4.0, 4.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ("bezmesh");
myinit();
myReshape(500,500);
display();
time.sleep(15)

