/* teatex.c 
Bilal Ghalib
Teatexedited!
This version has Texbits 1-6 that holds different 256 pixel bmp's
that are texturized onto a cube's various faces.

*/


#include <stdlib.h>
#include <glut.h>
#include "bitmap.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}};

BITMAPINFO *TexInfo; /* Texture bitmap information */
GLubyte    *TexBits; /* Texture bitmap pixel bits */
GLubyte    *TexBits2;
GLubyte    *TexBits3;
GLubyte    *TexBits4;
GLubyte    *TexBits5;
GLubyte    *TexBits6;

void polygon(int a, int b, int c , int d){
/* draw a polygon via list of vertices */
 	glBegin(GL_POLYGON);
		glTexCoord2f(0.0,0.0); 
		glVertex3fv(vertices[a]);
		glTexCoord2f(0.0,1.0); 
		glVertex3fv(vertices[b]);
		glTexCoord2f(1.0,1.0); 
		glVertex3fv(vertices[c]);
		glTexCoord2f(1.0,0.0); 
		glVertex3fv(vertices[d]);
	glEnd();
																										}


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);

	
	polygon(0,1,2,3);
	
	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,TexInfo->bmiHeader.biWidth,
		TexInfo->bmiHeader.biHeight,0,GL_BGR_EXT,GL_UNSIGNED_BYTE, TexBits);

	polygon(4,5,6,7);

	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,TexInfo->bmiHeader.biWidth,
		TexInfo->bmiHeader.biHeight,0,GL_BGR_EXT,GL_UNSIGNED_BYTE, TexBits2);

	polygon(0,1,5,4);

	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,TexInfo->bmiHeader.biWidth,
		TexInfo->bmiHeader.biHeight,0,GL_BGR_EXT,GL_UNSIGNED_BYTE, TexBits3);

	polygon(1,2,6,5);

	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,TexInfo->bmiHeader.biWidth,
		TexInfo->bmiHeader.biHeight,0,GL_BGR_EXT,GL_UNSIGNED_BYTE, TexBits4);

	polygon(2,3,7,6);

	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,TexInfo->bmiHeader.biWidth,
		TexInfo->bmiHeader.biHeight,0,GL_BGR_EXT,GL_UNSIGNED_BYTE, TexBits5);

	polygon(3,0,4,7);

	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,TexInfo->bmiHeader.biWidth,
		TexInfo->bmiHeader.biHeight,0,GL_BGR_EXT,GL_UNSIGNED_BYTE, TexBits6);

	

	glutSwapBuffers();
}

void spinTeapot()
{

/* Idle callback, spin cube 2 degrees about selected axis */

	theta[axis] += 2.0;
	if( theta[axis] > 360.0 ) theta[axis] -= 360.0;
	glutPostRedisplay();
}

void mouse(int btn, int state, int x, int y)
{

/* mouse callback, selects an axis about which to rotate */

	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(char k, int x, int y)
{
	if(k == '1') glutIdleFunc(spinTeapot);
	if(k == '2') glutIdleFunc(NULL);
}

void
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("Textured Cube");

/* need both double buffering and z buffer */
// load each cubeface into GLubyte texbits which stores a byte of pixel info
    TexBits = LoadDIBitmap("cubeface1.bmp", &TexInfo);
	TexBits2 = LoadDIBitmap("cubeface2.bmp", &TexInfo);
	TexBits3 = LoadDIBitmap("cubeface3.bmp", &TexInfo);
	TexBits4 = LoadDIBitmap("cubeface4.bmp", &TexInfo);
	TexBits5 = LoadDIBitmap("cubeface5.bmp", &TexInfo);
	TexBits6 = LoadDIBitmap("cubeface6.bmp", &TexInfo);

    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutIdleFunc(spinTeapot);
    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);
    glTexImage2D(GL_TEXTURE_2D,0,3,TexInfo->bmiHeader.biWidth,TexInfo->bmiHeader.biHeight,0,GL_RGB,GL_UNSIGNED_BYTE, TexBits);
    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();
}
