
/* Rotating cube demo with trackball*/

#include <math.h>
#include <GL/glut.h>

#define bool int
#define false 0
#define true 1
#define M_PI 3.14159


int 	winWidth, winHeight;

float 	angle = 0.0, axis[3], trans[3];
bool 	trackingMouse = false;
bool 	redrawContinue = false;
bool    trackballMove = false;

/*----------------------------------------------------------------------*/
/*
** Draw the cube.
*/
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[][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, int face)
{

    /* draw a polygon via list of vertices */

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

void colorcube(void)
{

    /* map vertices to faces */

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

/*----------------------------------------------------------------------*/
/* 
** These functions implement a simple trackball-like motion control.
*/

float lastPos[3] = {0.0F, 0.0F, 0.0F};
int curx, cury;
int startX, startY;

void
trackball_ptov(int x, int y, int width, int height, float v[3])
{
    float d, a;

    /* project x,y onto a hemi-sphere centered within width, height */
    v[0] = (2.0F*x - width) / width;
    v[1] = (height - 2.0F*y) / height;
    d = (float) sqrt(v[0]*v[0] + v[1]*v[1]);
    v[2] = (float) cos((M_PI/2.0F) * ((d < 1.0F) ? d : 1.0F));
    a = 1.0F / (float) sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
    v[0] *= a;
    v[1] *= a;
    v[2] *= a;
}


void
mouseMotion(int x, int y)
{
    float curPos[3], dx, dy, dz;

    trackball_ptov(x, y, winWidth, winHeight, curPos);
if(trackingMouse)
{
    dx = curPos[0] - lastPos[0];
    dy = curPos[1] - lastPos[1];
    dz = curPos[2] - lastPos[2];

    if (dx || dy || dz) {
	angle = 90.0F * sqrt(dx*dx + dy*dy + dz*dz);

	axis[0] = lastPos[1]*curPos[2] - lastPos[2]*curPos[1];
	axis[1] = lastPos[2]*curPos[0] - lastPos[0]*curPos[2];
	axis[2] = lastPos[0]*curPos[1] - lastPos[1]*curPos[0];

	lastPos[0] = curPos[0];
	lastPos[1] = curPos[1];
	lastPos[2] = curPos[2];
    }
} 
    glutPostRedisplay();
}

void
startMotion(int x, int y)
{

    trackingMouse = true;
    redrawContinue = false;
    startX = x; startY = y;
    curx = x; cury = y;
    trackball_ptov(x, y, winWidth, winHeight, lastPos);
	trackballMove=true;
}

void
stopMotion(int x, int y)
{

    trackingMouse = false;

    if (startX != x || startY != y) {
	redrawContinue = true;
    } else {
	angle = 0.0F;
	redrawContinue = false;
	trackballMove = false;
    }
}

/*----------------------------------------------------------------------*/

void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    /* view transform */

    if (trackballMove) {
	    glRotatef(angle, axis[0], axis[1], axis[2]);

    }
	colorcube();

    glutSwapBuffers();
}

/*----------------------------------------------------------------------*/

void mouseButton(int button, int state, int x, int y)
{
	if(button==GLUT_RIGHT_BUTTON) exit(0);
	if(button==GLUT_LEFT_BUTTON) switch(state) 
	{
    case GLUT_DOWN:
	y=winHeight-y;
	startMotion( x,y);
	break;
    case GLUT_UP:
	stopMotion( x,y);
	break;
    } 
}

void myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    winWidth = w;
    winHeight = h;
}

void spinCube()
{
    if (redrawContinue) glutPostRedisplay();
}



void
main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(500, 500);
    glutCreateWindow("colorcube");
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutIdleFunc(spinCube);
    glutMouseFunc(mouseButton);
    glutMotionFunc(mouseMotion);
	glEnable(GL_DEPTH_TEST); 
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
	glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 2.0);
    glMatrixMode(GL_MODELVIEW);
    glutMainLoop();
}


