/*
 * This program is under the GNU GPL.
 * Use at your own risk.
 *
 * written by David Bucciarelli (tech.hmw@plus.it)
 *            Humanware s.r.l.
 */

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>

#ifdef WIN32
#include <windows.h>
#endif

#include <GL/glut.h>
#include "readtex.c"

#ifdef XMESA
#include "GL/xmesa.h"
static int fullscreen=1;
#endif

static int WIDTH=640;
static int HEIGHT=480;

static GLint T0 = 0;
static GLint Frames = 0;

#define BASESIZE 10.0

#define BASERES 12
#define TEAPOTRES 3

#ifndef M_PI
#define M_PI 3.1415926535
#endif

extern void shadowmatrix(GLfloat [4][4], GLfloat [4], GLfloat [4]);
extern void findplane(GLfloat [4], GLfloat [3], GLfloat [3], GLfloat [3]);


static int win=0;

static float obs[3]={5.0,0.0,1.0};
static float dir[3];
static float v=0.0;
static float alpha=-90.0;
static float beta=90.0;
static double clip=0.0;

static GLfloat baseshadow[4][4];
static GLfloat lightpos[4]={2.3,0.0,3.0,1.0};
static GLfloat lightdir[3]={-2.3,0.0,-3.0};
static GLfloat lightalpha=0.0;

static int fog=1;
static int bfcull=1;
static int usetex=0;
static int help=1;
static int wireframe=1;
static int lighting=0;
static int gouraud=1;
static int shadow=0;
static int doclip=0;
static int motion=0;
static int lightmotion=1;

static GLuint t1id,t2id;
static GLuint teapotdlist,teapotwlist,basedlist,light0list,light1list;



/******************** begin shadow code ********************/

/* Taken from the projshadow.c - by Tom McReynolds, SGI */

/* Modified by David Bucciarelli */

enum {
  X, Y, Z, W
};
enum {
  A, B, C, D
};

/* create a matrix that will project the desired shadow */
void
shadowmatrix(GLfloat shadowMat[4][4],
  GLfloat groundplane[4],
  GLfloat lightpos[4])
{
  GLfloat dot;

  /* find dot product between light position vector and ground plane normal */
  dot = groundplane[X] * lightpos[X] +
    groundplane[Y] * lightpos[Y] +
    groundplane[Z] * lightpos[Z] +
    groundplane[W] * lightpos[W];

  shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
  shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
  shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
  shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];

  shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
  shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
  shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
  shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];

  shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
  shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
  shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
  shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];

  shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
  shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
  shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
  shadowMat[3][3] = dot - lightpos[W] * groundplane[W];

}

/* find the plane equation given 3 points */
void
findplane(GLfloat plane[4],
  GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
{
  GLfloat vec0[3], vec1[3];

  /* need 2 vectors to find cross product */
  vec0[X] = v1[X] - v0[X];
  vec0[Y] = v1[Y] - v0[Y];
  vec0[Z] = v1[Z] - v0[Z];

  vec1[X] = v2[X] - v0[X];
  vec1[Y] = v2[Y] - v0[Y];
  vec1[Z] = v2[Z] - v0[Z];

  /* find cross product to get A, B, and C of plane equation */
  plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
  plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
  plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];

  plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
}

/******************** end shadow code ********************/


static void calcposobs(void)
{
  dir[0]=sin(alpha*M_PI/180.0);
  dir[1]=cos(alpha*M_PI/180.0)*sin(beta*M_PI/180.0);
  dir[2]=cos(beta*M_PI/180.0);

  obs[0]+=v*dir[0];
  obs[1]+=v*dir[1];
  obs[2]+=v*dir[2];
}

static void special(int k, int x, int y)
{
  switch(k) {
  case GLUT_KEY_LEFT:
    clip -= 0.02;
    break;
  case GLUT_KEY_RIGHT:
    clip += 0.02;
    break;
  }
}

static void key(unsigned char k, int x, int y)
{
  switch(k) {
  case 27:
    exit(0);
    break;
    
  case ' ':
    motion = (!motion);
    break;
  case '.':
    lightmotion = (!lightmotion);
    break;
  case 'a':
    v+=0.005;
    break;
  case 'z':
    v-=0.005;
    break;
  case 'g':
    gouraud=!gouraud;
    break;
  case 'c':
    doclip=(!doclip);
    break;
  case 'h':
    help=(!help);
    break;
  case 'f':
    fog=(!fog);
    break;
  case 't':
    usetex=(!usetex);
    break;
  case 'w':
    wireframe=(!wireframe);
    break;
  case 's':
    shadow=(!shadow);
    break;
  case 'l':
    lighting=(lighting+1)%5;
    break;
  case 'b':
    if(bfcull) {
      glDisable(GL_CULL_FACE);
      bfcull=0;
    } else {
      glEnable(GL_CULL_FACE);
      bfcull=1;
    }
    break;
  }
}

static void reshape(int w, int h) 
{
  WIDTH=w;
  HEIGHT=h;
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(45.0,w/(float)h,0.2,40.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glViewport(0,0,w,h);
}

static void printstring(void *font, char *string)
{
  int len,i;

  len=(int)strlen(string);
  for(i=0;i<len;i++)
    glutBitmapCharacter(font,string[i]);
}

static void printhelp(void)
{
  glEnable(GL_BLEND);
  glColor4f(0.5,0.5,0.5,0.5);
  glRecti(40,40,600,440);
  glDisable(GL_BLEND);

  glColor3f(1.0,0.0,0.0);
  glRasterPos2i(300,420);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");

  glRasterPos2i(60,390);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Toggle Help");
  glRasterPos2i(60,360);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"l - Toggle Lighting");
  glRasterPos2i(60,330);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"w - Toggle Wireframe");
  glRasterPos2i(60,300);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"s - Toggle Shadows");
  glRasterPos2i(60,270);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Toggle Textures");
  glRasterPos2i(60,240);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Toggle Back face culling");
  glRasterPos2i(60,210);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"c - Toggle Clip plane");
  glRasterPos2i(60,180);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Toggle Fog");
  glRasterPos2i(60,150);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a/z or Right Mouse - Increase/Decrease velocity");
  glRasterPos2i(60,120);
  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Left Mouse - Rotate");
}

static void drawbase(void)
{
  static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
  static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
  int i,j;
  float x,y,dx,dy;

  glBindTexture(GL_TEXTURE_2D,t1id);

  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
  dx=BASESIZE/BASERES;
  dy=-BASESIZE/BASERES;
  for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
    glBegin(GL_QUAD_STRIP);
    glColor3f(1.0,0.9,0.4);
    glNormal3f(0.0,0.0,1.0);
    for(x=-BASESIZE/2.0,i=0;i<BASERES;x+=dx,i++) {
      glTexCoord2f(x,y);
      glVertex3f(x,y,0.0);

      glTexCoord2f(x,y+dy);
      glVertex3f(x,y+dy,0.0);
    }
    glEnd();
  }
}

static void drawteapot(void)
{
  static const GLfloat amb[4] = {  0.2, 0.2, 0.2, 1 };
  static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
  static float xrot=0.0;
  static float zrot=0.0;

  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);

  if ( shadow ) {
    glPushMatrix();
    glRotatef(lightalpha,0.0,0.0,1.0);
    glMultMatrixf((GLfloat *)baseshadow);
    glRotatef(-lightalpha,0.0,0.0,1.0);
    
    glTranslatef(0.0,0.0,1.0);
    glRotatef(xrot,1.0,0.0,0.0);
    glRotatef(zrot,0.0,0.0,1.0);
    
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    
    glColor3f(0.0,0.0,0.0);
    if ( wireframe ) glCallList(teapotwlist);
    else glCallList(teapotdlist);
    
    glPopMatrix();
  }

  glEnable(GL_DEPTH_TEST);
  if (lighting) {
    glEnable(GL_LIGHTING);
    if ( lighting == 4 ) {
      glEnable(GL_LIGHT0);
      glDisable(GL_LIGHT1);
    } else {
      glEnable(GL_LIGHT1);
      glDisable(GL_LIGHT0);
    }
  } else glColor3f(1.0,0.5,0.7);
  if( usetex ) glEnable(GL_TEXTURE_2D);  

  glPushMatrix();
  glTranslatef(0.0,0.0,1.0);
  glRotatef(xrot,1.0,0.0,0.0);
  glRotatef(zrot,0.0,0.0,1.0);

  if ( wireframe ) glCallList(teapotwlist);
  else glCallList(teapotdlist);

  glPopMatrix();

  if ( motion ) {
    xrot+=2.0;
    zrot+=1.0;
  }
}

static void drawlight1(void)
{
  glPushMatrix();
  glRotatef(lightalpha,0.0,0.0,1.0);
  glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
  glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,lightdir);
  glLightfv(GL_LIGHT1,GL_POSITION,lightpos);
  glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,lightdir);

  glPopMatrix();
}

static void drawlight2(void)
{
  glPushMatrix();
  glRotatef(lightalpha,0.0,0.0,1.0);
  glTranslatef(lightpos[0],lightpos[1],lightpos[2]);

  glDisable(GL_TEXTURE_2D);
  if (lighting) {
    if ( lighting == 4 ) glCallList(light0list);
    else glCallList(light1list);
  }
  if(usetex)
    glEnable(GL_TEXTURE_2D);
  
  glPopMatrix();

  if ( lightmotion ) lightalpha+=1.0;
}

static int center[2];
static int moving=0, zooming=0;
static float keep_alpha, keep_beta, keep_zoom;
static void domouse( int button, int state, int x, int y )
{
  center[0]=x;
  center[1]=y;

  if ( state==GLUT_DOWN ) {
    switch (button) {
    case GLUT_LEFT_BUTTON:
      keep_alpha = alpha;
      keep_beta = beta;
      moving = 1;
      break;
    case GLUT_RIGHT_BUTTON:
      v = 0;
      keep_zoom = v;
      zooming = 1;
      break;
    }
  } else {
    moving = 0;
    zooming = 0;
  }
}

static void domotion( int x, int y )
{
  if ( moving ) {
    alpha = keep_alpha + 0.25*(float)(x-center[0]);
    beta = keep_beta + 0.14*(float)(y-center[1]);
  } else if ( zooming ) {
    v = keep_zoom - 0.0002*(float)(y-center[1]);
  }
}

static void initlight(void);

static void draw(void)
{
  static char frbuf[80] = "";
  static double plane[4] = {-0.7, 0.7, 0.0, 0.0};

  glEnable(GL_DEPTH_TEST);
  glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

  if(usetex) glEnable(GL_TEXTURE_2D);
  else glDisable(GL_TEXTURE_2D);

  if(fog) glEnable(GL_FOG);
  else glDisable(GL_FOG);

  switch (lighting) {
  case 0:
    break;
  case 1:
    initlight();
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT1);
    glDisable(GL_LIGHT0);
    break;
  case 2:
    initlight();
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT1);
    glDisable(GL_LIGHT0);
    break;
  case 3:
    initlight();
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT1);
    glDisable(GL_LIGHT0);
    break;
  case 4:
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glDisable(GL_LIGHT1);
    break;
  }
  
  if ( gouraud ) glShadeModel(GL_SMOOTH);
  else glShadeModel(GL_FLAT);

  glPushMatrix();
  calcposobs();

  gluLookAt(obs[0],obs[1],obs[2],
	    obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
	    0.0,0.0,1.0);

  if ( doclip ) {
    plane[3] = clip;
    glClipPlane(GL_CLIP_PLANE0, plane);
    glEnable(GL_CLIP_PLANE0);
  }

  if ( lighting ) drawlight1();
  glCallList(basedlist);
  drawteapot();
  if ( lighting ) drawlight2();
  glPopMatrix();

  glDisable(GL_CLIP_PLANE0);
  glDisable(GL_LIGHTING);
  glDisable(GL_TEXTURE_2D);
  glDisable(GL_DEPTH_TEST);
  glDisable(GL_FOG);
  glShadeModel(GL_FLAT);

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  glColor3f(1.0,0.0,0.0);
  glRasterPos2i(10,10);
  printstring(GLUT_BITMAP_HELVETICA_18,frbuf);

  if(help) printhelp();

  reshape(WIDTH,HEIGHT);

  glutSwapBuffers();

   Frames++;

   {
      GLint t = glutGet(GLUT_ELAPSED_TIME);
      if (t - T0 >= 2000) {
         GLfloat seconds = (t - T0) / 1000.0;
         GLfloat fps = Frames / seconds;
         sprintf(frbuf, "Frame rate: %f", fps);
         T0 = t;
         Frames = 0;
      }
   }
}

static void inittextures(void)
{
  glGenTextures(1,&t1id);
  glBindTexture(GL_TEXTURE_2D,t1id);

  glPixelStorei(GL_UNPACK_ALIGNMENT,4);
  if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
    fprintf(stderr,"Error reading a texture.\n");
    exit(-1);
  }

  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_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

  glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);

  glGenTextures(1,&t2id);
  glBindTexture(GL_TEXTURE_2D,t2id);

  glPixelTransferf(GL_RED_SCALE, 0.75);
  glPixelTransferf(GL_RED_BIAS, 0.25);
  glPixelTransferf(GL_GREEN_SCALE, 0.75);
  glPixelTransferf(GL_GREEN_BIAS, 0.25);
  glPixelTransferf(GL_BLUE_SCALE, 0.75);
  glPixelTransferf(GL_BLUE_BIAS, 0.25);

  if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
    fprintf(stderr,"Error reading a texture.\n");
    exit(-1);
  }

  glPixelTransferf(GL_RED_SCALE, 1.0);
  glPixelTransferf(GL_RED_BIAS, 0.0);
  glPixelTransferf(GL_GREEN_SCALE, 1.0);
  glPixelTransferf(GL_GREEN_BIAS, 0.0);
  glPixelTransferf(GL_BLUE_SCALE, 1.0);
  glPixelTransferf(GL_BLUE_BIAS, 0.0);


  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_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

  glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
}

static void initlight(void)
{
  float matamb[4] ={0.4, 0.1, 0.1, 1.0};
  float matdiff[4]={0.8, 0.2, 0.2, 1.0};
  float matspec[4]={0.7,0.7,0.7,1.0};

  float lamb[4] ={0.5, 0.5, 0.5, 1.0};
  float ldiff[4]={1.0, 1.0, 1.0, 1.0};
  float l0spec[4]={1.0, 1.0, 1.0, 1.0};
  float l1spec[4]={0.4, 0.4, 0.4, 1.0};
  float lnone[4]={0.025, 0.025, 0.025, 1.0};

  glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
  glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
  glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
  glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
  glLightfv(GL_LIGHT0,GL_SPECULAR,l0spec);

  glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,180.0);
  glLightf(GL_LIGHT1,GL_SPOT_EXPONENT,0.0);
  switch (lighting) {
  case 1:
    glLightfv(GL_LIGHT1,GL_AMBIENT,lnone);
    glLightfv(GL_LIGHT1,GL_DIFFUSE,ldiff);
    glLightfv(GL_LIGHT1,GL_SPECULAR,lnone);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lnone);
    break;
  case 2:
    glLightfv(GL_LIGHT1,GL_AMBIENT,lnone);
    glLightfv(GL_LIGHT1,GL_DIFFUSE,ldiff);
    glLightfv(GL_LIGHT1,GL_SPECULAR,l1spec);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lnone);
    break;
  case 3:
    glLightfv(GL_LIGHT1,GL_AMBIENT,lamb);
    glLightfv(GL_LIGHT1,GL_DIFFUSE,ldiff);
    glLightfv(GL_LIGHT1,GL_SPECULAR,l1spec);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
    break;
  case 4:
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
    break;
  }

  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
}

static void initdlists(void)
{
  GLUquadricObj *lcone,*lbase;
  GLfloat plane[4];
  GLfloat v0[3]={0.0,0.0,0.0};
  GLfloat v1[3]={1.0,0.0,0.0};
  GLfloat v2[3]={0.0,1.0,0.0};

  findplane(plane,v0,v1,v2);
  shadowmatrix(baseshadow,plane,lightpos);

  teapotdlist=glGenLists(1);
  glNewList(teapotdlist,GL_COMPILE);
  glRotatef(90.0,1.0,0.0,0.0);
  glCullFace(GL_FRONT);
  glBindTexture(GL_TEXTURE_2D,t2id);
  glutSolidTeapot(0.75);
  glCullFace(GL_BACK);
  glEndList();

  teapotwlist=glGenLists(1);
  glNewList(teapotwlist,GL_COMPILE);
  glRotatef(90.0,1.0,0.0,0.0);
  glBindTexture(GL_TEXTURE_2D,t2id);
  glutWireTeapot(0.75);
  glEndList();

  basedlist=glGenLists(1);
  glNewList(basedlist,GL_COMPILE);
  drawbase();
  glEndList();

  light0list=glGenLists(1);
  glNewList(light0list,GL_COMPILE);
  glDisable(GL_LIGHTING); 
  lcone=gluNewQuadric();
  lbase=gluNewQuadric();
  glRotatef(45.0,0.0,1.0,0.0);
  glColor3f(1.0,1.0,1.0);
  glCullFace(GL_FRONT);
  gluDisk(lbase,0.0,0.2,12.0,1.0);
  glCullFace(GL_BACK);
  glColor3f(0.5,0.0,0.0);
  gluCylinder(lcone,0.2,0.0,0.5,12,1);
  gluDeleteQuadric(lcone);
  gluDeleteQuadric(lbase);
  glEnable(GL_LIGHTING);
  glEndList();

  light1list=glGenLists(1);
  glNewList(light1list,GL_COMPILE);
  glDisable(GL_LIGHTING); 
  lcone=gluNewQuadric();
  lbase=gluNewQuadric();
  glRotatef(45.0,0.0,1.0,0.0);
  glColor3f(1.0,1.0,1.0);
  glCullFace(GL_FRONT);
  gluDisk(lbase,0.0,0.2,12.0,1.0);
  glCullFace(GL_BACK);
  glColor3f(0.5,0.0,0.0);
  gluCylinder(lcone,0.2,0.2,0.5,12,1);
  gluDeleteQuadric(lcone);
  gluDeleteQuadric(lbase);
  glEnable(GL_LIGHTING);
  glEndList();
}

int main(int ac, char **av)
{
  float fogcolor[4]={0.025,0.025,0.025,1.0};

  fprintf(stderr,"Teapot V1.2\nWritten by David Bucciarelli (tech.hmw@plus.it)\nModified by G.M.Treece\n");

  glutInitWindowPosition(0,0);
  glutInitWindowSize(WIDTH,HEIGHT);
  glutInit(&ac,av);

  glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);

  if(!(win=glutCreateWindow("Teapot"))) {
    fprintf(stderr,"Error, couldn't open window\n");
	return -1;
  }

  reshape(WIDTH,HEIGHT);

  glShadeModel(GL_SMOOTH);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_CULL_FACE);
  glEnable(GL_TEXTURE_2D);

  glEnable(GL_FOG);
  glFogi(GL_FOG_MODE,GL_EXP2);
  glFogfv(GL_FOG_COLOR,fogcolor);

  glFogf(GL_FOG_DENSITY,0.04);
  glHint(GL_FOG_HINT,GL_NICEST);
  glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

  calcposobs();

  inittextures();
  initlight();

  initdlists();

  glClearColor(fogcolor[0],fogcolor[1],fogcolor[2],fogcolor[3]);

  glutReshapeFunc(reshape);
  glutDisplayFunc(draw);
  glutKeyboardFunc(key);
  glutSpecialFunc(special);
  glutMouseFunc(domouse);
  glutMotionFunc(domotion);
  glutIdleFunc(draw);

  glutMainLoop();

  return 0;
}
