User: can you code a rotating wire frame cube in python using moderngl , glfw ?
Assistant: Certainly! Below is a simple example of how to create a rotating wireframe cube using ModernGL and GLFW in Python. Before you proceed, ensure you have the necessary packages installed. You can install them using pip:

```bash
pip install moderngl glfw
```

Here's the code for a rotating wireframe cube:

```python
import glfw
import moderngl
import numpy as np
from pyrr import Matrix44

def main():
    # Initialize GLFW
    if not glfw.init():
        return

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(800, 600, "Rotating Wireframe Cube", None, None)
    if not window:
        glfw.terminate()
        return

    # Make the window's context current
    glfw.make_context_current(window)

    # Initialize ModernGL
    ctx = moderngl.create_context()

    # Define vertices for a cube
    vertices = np.array([
        # Front face
        -1, -1,  1,
         1, -1,  1,
         1,  1,  1,
        -1,  1,  1,
        # Back face
        -1, -1, -1,
         1, -1, -1,
         1,  1, -1,
        -1,  1, -1,
    ], dtype='f4')

    # Define indices for the lines of the cube
    indices = np.array([
        # Front face
        0, 1, 1, 2, 2, 3, 3, 0,
        # Back face
        4, 5, 5, 6, 6, 7, 7, 4,
        # Connecting edges
        0, 4, 1, 5, 2, 6, 3, 7
    ], dtype='i4')

    # Create a Vertex Buffer Object and Element Buffer Object
    vbo = ctx.buffer(vertices.tobytes())
    ebo = ctx.buffer(indices.tobytes())

    # Create a shader program
    prog = ctx.program(
        vertex_shader="""
        #version 330
        uniform mat4 model;
        in vec3 in_vert;
        void main() {
            gl_Position = model * vec4(in_vert, 1.0);
        }
        """,
        fragment_shader="""
        #version 330
        out vec4 fragColor;
        void main() {
            fragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
        """
    )

    # Create Vertex Array Object
    vao = ctx.vertex_array(prog, [(vbo, '3f', 'in_vert')], ebo)

    # Main loop
    while not glfw.window_should_close(window):
        # Poll for and process events
        glfw.poll_events()

        # Clear the screen
        ctx.clear(0.0, 0.0, 0.0, 1.0)

        # Rotate the cube
        angle = glfw.get_time()  # Use time for animation
        model = Matrix44.from_eulers((angle, angle, angle), dtype='f4')
        prog['model'].write(model.tobytes())

        # Render the cube
        vao.render(moderngl.LINES)

        # Swap front and back buffers
        glfw.swap_buffers(window)

    # Cleanup
    vao.release()
    vbo.release()
    ebo.release()
    prog.release()
    glfw.terminate()

if __name__ == "__main__":
    main()
```

### Key Points:

1. **GLFW** is used to create a window and handle OpenGL context creation.
2. **ModernGL** is used as the OpenGL wrapper, for creating shaders, buffers, and drawing the cube.
3. **Pyrr** is used for matrix operations (specifically, creating transformation matrices). You need to install it, as it is a separate library, using `pip install pyrr`.
4. The cube vertices and indices define the geometry for a wireframe cube.

Once you have all dependencies installed, you can run this script, and a window should open displaying a rotating wireframe cube. The cube rotation is animated by updating the model matrix using the current time.
User: the cube is zoomed in and half rendered , can you make it smaller.
Assistant: To make the wireframe cube smaller and fit entirely within the view, you need to adjust the cube's vertex positions and the view transformation. Here is the modified code that will display a smaller cube:

```python
import glfw
import moderngl
import numpy as np
from pyrr import Matrix44, matrix44

def main():
    # Initialize GLFW
    if not glfw.init():
        return

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(800, 600, "Rotating Wireframe Cube", None, None)
    if not window:
        glfw.terminate()
        return

    # Make the window's context current
    glfw.make_context_current(window)

    # Initialize ModernGL
    ctx = moderngl.create_context()

    # Define vertices for a smaller cube
    vertices = np.array([
        # Front face
        -0.5, -0.5,  0.5,
         0.5, -0.5,  0.5,
         0.5,  0.5,  0.5,
        -0.5,  0.5,  0.5,
        # Back face
        -0.5, -0.5, -0.5,
         0.5, -0.5, -0.5,
         0.5,  0.5, -0.5,
        -0.5,  0.5, -0.5,
    ], dtype='f4')

    # Define indices for the lines of the cube
    indices = np.array([
        # Front face
        0, 1, 1, 2, 2, 3, 3, 0,
        # Back face
        4, 5, 5, 6, 6, 7, 7, 4,
        # Connecting edges
        0, 4, 1, 5, 2, 6, 3, 7
    ], dtype='i4')

    # Create a Vertex Buffer Object and Element Buffer Object
    vbo = ctx.buffer(vertices.tobytes())
    ebo = ctx.buffer(indices.tobytes())

    # Create a shader program
    prog = ctx.program(
        vertex_shader="""
        #version 330
        uniform mat4 model;
        uniform mat4 projection;
        in vec3 in_vert;
        void main() {
            gl_Position = projection * model * vec4(in_vert, 1.0);
        }
        """,
        fragment_shader="""
        #version 330
        out vec4 fragColor;
        void main() {
            fragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
        """
    )

    # Projection matrix to adjust view
    prog['projection'].write(matrix44.create_perspective_projection(45.0, 800/600, 0.1, 100.0, dtype='f4').tobytes())

    # Create Vertex Array Object
    vao = ctx.vertex_array(prog, [(vbo, '3f', 'in_vert')], ebo)

    # Main loop
    while not glfw.window_should_close(window):
        # Poll for and process events
        glfw.poll_events()

        # Clear the screen
        ctx.clear(0.0, 0.0, 0.0, 1.0)

        # Rotate the cube
        angle = glfw.get_time()  # Use time for animation
        model = Matrix44.from_translation([0.0, 0.0, -3.0], dtype='f4') * Matrix44.from_eulers((angle, angle, angle), dtype='f4')
        prog['model'].write(model.tobytes())

        # Render the cube
        vao.render(moderngl.LINES)

        # Swap front and back buffers
        glfw.swap_buffers(window)

    # Cleanup
    vao.release()
    vbo.release()
    ebo.release()
    prog.release()
    glfw.terminate()

if __name__ == "__main__":
    main()
```

### Adjustments Made:

1. **Vertex Positions**: The cube vertices have been reduced to 0.5 units from the original 1 unit to make the cube smaller.

2. **Projection Matrix**: I added a perspective projection matrix to the vertex shader, which sets up a view where the cube is properly oriented and fits within the frame.

3. **Model Translation**: I added a translation to the model matrix (`Matrix44.from_translation`) to move the cube slightly back (-3.0 units along the z-axis) so it appears fully within the view.

With these changes, the cube should appear smaller and fully visible in the frame.
User: also modify the code to not use pyrr library and use an alternative instead.
Assistant: Certainly! We can use the `numpy` library directly to create the transformation matrices. Below is the updated code without using `pyrr`:

```python
import glfw
import moderngl
import numpy as np

def perspective_projection(fovy, aspect, near, far):
    f = 1.0 / np.tan(fovy / 2.0)
    nf = 1 / (near - far)

    return np.array([
        [f / aspect, 0, 0, 0],
        [0, f, 0, 0],
        [0, 0, (far + near) * nf, -1],
        [0, 0, (2 * far * near) * nf, 0]
    ], dtype='f4')

def euler_rotation_matrix(x, y, z):
    cx, cy, cz = np.cos([x, y, z])
    sx, sy, sz = np.sin([x, y, z])

    rx = np.array([
        [1, 0, 0, 0],
        [0, cx, -sx, 0],
        [0, sx, cx, 0],
        [0, 0, 0, 1]
    ], dtype='f4')

    ry = np.array([
        [cy, 0, sy, 0],
        [0, 1, 0, 0],
        [-sy, 0, cy, 0],
        [0, 0, 0, 1]
    ], dtype='f4')

    rz = np.array([
        [cz, -sz, 0, 0],
        [sz, cz, 0, 0],
        [0, 0, 1, 0],
        [0, 0, 0, 1]
    ], dtype='f4')

    return rz @ ry @ rx

def translation_matrix(tx, ty, tz):
    return np.array([
        [1, 0, 0, tx],
        [0, 1, 0, ty],
        [0, 0, 1, tz],
        [0, 0, 0, 1]
    ], dtype='f4')

def main():
    # Initialize GLFW
    if not glfw.init():
        return

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(800, 600, "Rotating Wireframe Cube", None, None)
    if not window:
        glfw.terminate()
        return

    # Make the window's context current
    glfw.make_context_current(window)

    # Initialize ModernGL
    ctx = moderngl.create_context()

    # Define vertices for a smaller cube
    vertices = np.array([
        # Front face
        -0.5, -0.5,  0.5,
         0.5, -0.5,  0.5,
         0.5,  0.5,  0.5,
        -0.5,  0.5,  0.5,
        # Back face
        -0.5, -0.5, -0.5,
         0.5, -0.5, -0.5,
         0.5,  0.5, -0.5,
        -0.5,  0.5, -0.5,
    ], dtype='f4')

    # Define indices for the lines of the cube
    indices = np.array([
        # Front face
        0, 1, 1, 2, 2, 3, 3, 0,
        # Back face
        4, 5, 5, 6, 6, 7, 7, 4,
        # Connecting edges
        0, 4, 1, 5, 2, 6, 3, 7
    ], dtype='i4')

    # Create a Vertex Buffer Object and Element Buffer Object
    vbo = ctx.buffer(vertices.tobytes())
    ebo = ctx.buffer(indices.tobytes())

    # Create a shader program
    prog = ctx.program(
        vertex_shader="""
        #version 330
        uniform mat4 model;
        uniform mat4 projection;
        in vec3 in_vert;
        void main() {
            gl_Position = projection * model * vec4(in_vert, 1.0);
        }
        """,
        fragment_shader="""
        #version 330
        out vec4 fragColor;
        void main() {
            fragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
        """
    )

    # Projection matrix to adjust view
    projection = perspective_projection(np.radians(45.0), 800.0 / 600.0, 0.1, 100.0)
    prog['projection'].write(projection.tobytes())

    # Create Vertex Array Object
    vao = ctx.vertex_array(prog, [(vbo, '3f', 'in_vert')], ebo)

    # Main loop
    while not glfw.window_should_close(window):
        # Poll for and process events
        glfw.poll_events()

        # Clear the screen
        ctx.clear(0.0, 0.0, 0.0, 1.0)

        # Rotate the cube
        angle = glfw.get_time()  # Use time for animation
        rotation = euler_rotation_matrix(angle, angle, angle)
        translation = translation_matrix(0.0, 0.0, -3.0)

        model = translation @ rotation
        prog['model'].write(model.tobytes())

        # Render the cube
        vao.render(moderngl.LINES)

        # Swap front and back buffers
        glfw.swap_buffers(window)

    # Cleanup
    vao.release()
    vbo.release()
    ebo.release()
    prog.release()
    glfw.terminate()

if __name__ == "__main__":
    main()
```

### Explanation:

- **Perspective Projection**: A custom function `perspective_projection` generates a perspective projection matrix.

- **Euler Rotation**: The `euler_rotation_matrix` function creates a rotation matrix directly using `numpy`, bypassing the need for `pyrr`.

- **Translation Matrix**: The `translation_matrix` function handles translation matrices using `numpy`.

This setup should display a properly scaled rotating wireframe cube in the window using only `numpy` for matrix transformations.
User: actually its zoomed in again , make it smaller
Assistant: