/* Rotating cube with color interpolation */

/* Demonstration of use of homogeneous coordinate 
transformations and simple data structure for representing
cube from Chapter 4 */

/*Both normals and colors are assigned to the vertices */
/*Cube is centered at origin so (unnormalized) normals
are the same as the vertex values */

#include <GL/gl.h>
#include <stdlib.h>
#include <GL/glut.h>


	GLfloat vertices[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0},
	{1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, 
	{1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}};

	GLfloat normals[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0},
	{1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, 
	{1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}};

	GLfloat colors[][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0},
	{1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0}, 
	{1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}};

void polygon(int a, int b, int c , int d)
{

/* draw a polygon via list of vertices */

 	glBegin(GL_POLYGON);
		glColor3fv(colors[a]);
		glNormal3fv(normals[a]);
		glVertex3fv(vertices[a]);
		glColor3fv(colors[b]);
		glNormal3fv(normals[b]);
		glVertex3fv(vertices[b]);
		glColor3fv(colors[c]);
		glNormal3fv(normals[c]);
		glVertex3fv(vertices[c]);
		glColor3fv(colors[d]);
		glNormal3fv(normals[d]);
		glVertex3fv(vertices[d]);
	glEnd();
																										}

void colorcube(void)
{

/* map vertices to faces */

	polygon(0,3,2,1);
	polygon(2,3,7,6);
	polygon(0,4,7,3);
	polygon(1,2,6,5);
	polygon(4,5,6,7);
	polygon(0,1,5,4);
}

static GLfloat theta[] = {0.0,0.0,0.0};
static GLint axis = 2;

void display(void)
{
/* display callback, clear frame buffer and z buffer,
   rotate cube and draw, swap buffers */

 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	glRotatef(theta[0], 1.0, 0.0, 0.0);
	glRotatef(theta[1], 0.0, 1.0, 0.0);
	glRotatef(theta[2], 0.0, 0.0, 1.0);

 colorcube();

 glFlush();
	glutSwapBuffers();
}

   /* Idle callback, spin cube 2 degrees about selected axis */
/* void spinCube() */
/* { */
/*  */
/*  */
/* 	theta[axis] += 2.0; */
/* 	if( theta[axis] > 360.0 ) theta[axis] -= 360.0; */
/* 	display(); */
/* } */

/* mouse callback, selects an axis about which to rotate */
/* And rotates it: positive if shift key down, negative if not */
void mouse(int btn, int state, int x, int y)
{


	int modifiers = glutGetModifiers();

	if (state == GLUT_DOWN) return;

	if(btn==GLUT_LEFT_BUTTON) axis = 0;
	if(btn==GLUT_MIDDLE_BUTTON) axis = 1;
	if(btn==GLUT_RIGHT_BUTTON) axis = 2;

	if (modifiers & GLUT_ACTIVE_SHIFT) {
           theta[axis] += 2.0;
	   if (theta[axis] > 360.0) theta[axis] -= 360.0;
	   }
	else {
	   theta[axis] -= 2.0;
	   if (theta[axis] < 0.0) theta[axis] += 360.0;
	   }
        glutPostRedisplay ();
}

void myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (w <= h)
        glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w,
            2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
    else
        glOrtho(-2.0 * (GLfloat) w / (GLfloat) h,
            2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
}

void
main(int argc, char **argv)
{
    glutInit(&argc, argv);

/* need both double buffering and z buffer */

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(500, 500);
    glutCreateWindow("colorcube");
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
/* 	   glutIdleFunc(spinCube); */
	   glutMouseFunc(mouse);
	   glEnable(GL_DEPTH_TEST); /* Enable hidden--surface--removal */
    glutMainLoop();
}
