#include <stdlib.h>
#include <GL/glut.h>
GLfloat planes[]= {-1.0, 0.0, 1.0, 0.0};
GLfloat planet[]= {0.0, -1.0,  0.0, 1.0};
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 colors[][4] = {{0.0,0.0,0.0,0.5},{1.0,0.0,0.0,0.5},
    {1.0,1.0,0.0,0.5}, {0.0,1.0,0.0,0.5}, {0.0,0.0,1.0,0.5},
    {1.0,0.0,1.0,0.5}, {1.0,1.0,1.0,0.5}, {0.0,1.0,1.0,0.5}};

void polygon(int a, int b, int c, int d)
{
    glBegin(GL_POLYGON);
    glColor4fv(colors[a]);
    glTexCoord2f(0.0,0.0);
    glVertex3fv(vertices[a]);
    glColor4fv(colors[b]);
    glTexCoord2f(0.0,1.0);
    glVertex3fv(vertices[b]);
    glColor4fv(colors[c]);
    glTexCoord2f(1.0,1.0);
    glVertex3fv(vertices[c]);
    glColor4fv(colors[d]);
    glTexCoord2f(1.0,0.0);
    glVertex3fv(vertices[d]);
    glEnd();
}

void colorcube()
{

/* 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()
{
    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();
    glutSwapBuffers();
}

void spinCube()
{
    theta[axis] += 2.0;
    if( theta[axis] > 360.0 ) theta[axis] -= 360.0;
    glutPostRedisplay();
}

void mouse(int btn, int state, int x, int y)
{
    if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0;
    if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1;
    if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2;
}

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 key(unsigned char k, int x, int y)
{
    if(k == '1') glutIdleFunc(spinCube);
    if(k == '2') glutIdleFunc(NULL);
    if(k == 'q') exit(0);
}

int main(int argc, char **argv)
{
   GLubyte image[64][64][3];
   int i, j, r, c;
   for(i=0;i<64;i++)
   {
     for(j=0;j<64;j++)
     {
       c = ((((i&0x8)==0)^((j&0x8))==0))*255;
       image[i][j][0]= (GLubyte) c;
       image[i][j][1]= (GLubyte) c;
       image[i][j][2]= (GLubyte) c;
     }
   }
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(500, 500);
    glutCreateWindow("colorcube");
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutIdleFunc(spinCube);
    glutMouseFunc(mouse);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    glTexImage2D(GL_TEXTURE_2D,0,3,64,64,0,GL_RGB,GL_UNSIGNED_BYTE, image);
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
    glutKeyboardFunc(key);
    glClearColor(1.0,1.0,1.0,1.0);
    glutMainLoop();
}
