/*
 * Copyright (c) 1993-1997, Silicon Graphics, Inc.
 */

/*  bezmesh.c
 *  This program renders a lighted, filled Bezier surface,
 *  using two-dimensional evaluators.
 */
#include <stdlib.h>
#include <GL/glut.h>

# define ORDER 3 // degree

//GLfloat ctrlpoints[4][4][3] = {
GLfloat ctrlpoints[ORDER][ORDER][3] = {
   { {-2, -2, 2.0},
     {-3, 0, 3},
     {-2, 2, 2}},
   { {0, -3, 3.0},
     {0, 0, 7},
     {0, 3, 3}},
   { { 2, -2, 2},
     { 3, 0, 3},
     { 2, 2, 2}}
};

void initlights(void)
{
   GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
   GLfloat position[] = {0.0, 8.0, -8.0, 1.0};
   GLfloat mat_diffuse[] = {0.6, 0.6, 0.6, 1.0};
   GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
   GLfloat mat_shininess[] = {50.0};

   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);
}

void display(void)
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glPushMatrix();
   //glRotatef(85.0, 1.0, 1.0, 1.0);
       glEvalMesh2(GL_FILL, 5, 15, 5, 15);
       glPushMatrix();
       glRotatef(90.0,1.0,0.0,0.0);
       glEvalMesh2(GL_FILL, 0, 20, 0, 20);
       glRotatef(90.0,1.0,0.0,0.0);
       glEvalMesh2(GL_FILL, 0, 20, 0, 20);
       glRotatef(90.0,1.0,0.0,0.0);
       glEvalMesh2(GL_FILL, 0, 20, 0, 20);
       glPopMatrix();
       glRotatef(90.0,0.0,1.0,0.0);
       glEvalMesh2(GL_FILL, 0, 20, 0, 20);
       glRotatef(-180.0,0.0,1.0,0.0);
       glEvalMesh2(GL_FILL, 0, 20, 0, 20);
   glPopMatrix();
   glFlush();
}

void init(void)
{
   int  stride = 3;
   GLfloat  ufrom = 0.0;
   GLfloat  uto = 1.0;
   glClearColor(0.0, 0.0, 0.0, 0.0);
   glEnable(GL_DEPTH_TEST);
   glMap2f(GL_MAP2_VERTEX_3, 0, 1, stride, ORDER,
           0, 1, ORDER*stride, ORDER, &ctrlpoints[0][0][0]);
   glEnable(GL_MAP2_VERTEX_3);
   glEnable(GL_AUTO_NORMAL);
   glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
   initlights();       /* for lighted version only */
}

void reshape(int w, int h)
{
   GLfloat sc = 5.0;
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();

   if (w <= h)
      glOrtho(-sc, sc, -sc*(GLfloat)h/(GLfloat)w,
              sc*(GLfloat)h/(GLfloat)w, -sc, sc);
   else
      glOrtho(-sc*(GLfloat)w/(GLfloat)h,
              sc*(GLfloat)w/(GLfloat)h, -sc, sc, -sc, sc);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
}

void keyboard(unsigned char key, int x, int y)
{
   switch (key) {
      case 27:
         exit(0);
         break;
   }
}

int main(int argc, char **argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
   glutInitWindowSize (500, 500);
   glutInitWindowPosition (100, 100);
   glutCreateWindow(argv[0]);
   init();
   glutReshapeFunc(reshape);
   glutDisplayFunc(display);
   glutKeyboardFunc(keyboard);
   glutMainLoop();
   return 0;
}

