#include <GL/openglut.h>
#include <stdlib.h>
#define S_NUMPOINTS 13
#define S_ORDER     3
#define S_NUMKNOTS  (S_NUMPOINTS + S_ORDER)
#define T_NUMPOINTS 3
#define T_ORDER     3
#define T_NUMKNOTS  (T_NUMPOINTS + T_ORDER)
#define SQRT2    1.41421356237309504880
GLfloat sknots[S_NUMKNOTS] =
    {-1.0, -1.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0,
      4.0,  5.0,  6.0, 7.0, 8.0, 9.0, 9.0, 9.0};
GLfloat tknots[T_NUMKNOTS] = {1.0, 1.0, 1.0, 2.0, 2.0, 2.0};
GLfloat ctlpoints[S_NUMPOINTS][T_NUMPOINTS][4] = {
{   {4.,2.,2.,1.},{4.,1.6,2.5,1.},{4.,2.,3.0,1.}    },
{   {5.,4.,2.,1.},{5.,4.,2.5,1.},{5.,4.,3.0,1.} },
{   {6.,5.,2.,1.},{6.,5.,2.5,1.},{6.,5.,3.0,1.} },
{   {SQRT2*6.,SQRT2*6.,SQRT2*2.,SQRT2},
    {SQRT2*6.,SQRT2*6.,SQRT2*2.5,SQRT2},
    {SQRT2*6.,SQRT2*6.,SQRT2*3.0,SQRT2}  },
{   {5.2,6.7,2.,1.},{5.2,6.7,2.5,1.},{5.2,6.7,3.0,1.}   },
{   {SQRT2*4.,SQRT2*6.,SQRT2*2.,SQRT2},
    {SQRT2*4.,SQRT2*6.,SQRT2*2.5,SQRT2},
    {SQRT2*4.,SQRT2*6.,SQRT2*3.0,SQRT2}  },
{   {4.,5.2,2.,1.},{4.,4.6,2.5,1.},{4.,5.2,3.0,1.}  },
{   {SQRT2*4.,SQRT2*6.,SQRT2*2.,SQRT2},
    {SQRT2*4.,SQRT2*6.,SQRT2*2.5,SQRT2},
    {SQRT2*4.,SQRT2*6.,SQRT2*3.0,SQRT2}  },
{   {2.8,6.7,2.,1.},{2.8,6.7,2.5,1.},{2.8,6.7,3.0,1.}   },
{   {SQRT2*2.,SQRT2*6.,SQRT2*2.,SQRT2},
    {SQRT2*2.,SQRT2*6.,SQRT2*2.5,SQRT2},
    {SQRT2*2.,SQRT2*6.,SQRT2*3.0,SQRT2}  },
{   {2.,5.,2.,1.},{2.,5.,2.5,1.},{2.,5.,3.0,1.} },
{   {3.,4.,2.,1.},{3.,4.,2.5,1.},{3.,4.,3.0,1.} },
{   {4.,2.,2.,1.},{4.,1.6,2.5,1.},{4.,2.,3.0,1.}    }
};
GLUnurbsObj *theNurb;
void myinit(void)
{
    GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_diffuse[] = { 1.0, 0.2, 1.0, 1.0 };
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_shininess[] = { 50.0 };
    GLfloat light0_position[] = { 1.0, 0.1, 1.0, 0.0 };
    GLfloat light1_position[] = { -1.0, 0.1, 1.0, 0.0 };
    GLfloat lmodel_ambient[] = { 0.3, 0.3, 0.3, 1.0 };
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
    glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
    glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHT1);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_AUTO_NORMAL);
    theNurb = gluNewNurbsRenderer();
    gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25.0);
    gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_FILL);
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glTranslatef (4., 4.5, 2.5);
    glRotatef (220.0, 1., 0., 0.);
    glRotatef (115.0, 0., 1., 0.);
    glTranslatef (-4., -4.5, -2.5);
    gluBeginSurface(theNurb);
    gluNurbsSurface(theNurb,
        S_NUMKNOTS, sknots,
        T_NUMKNOTS, tknots,
        4 * T_NUMPOINTS,
        4,
        &ctlpoints[0][0][0],
        S_ORDER, T_ORDER,
        GL_MAP2_VERTEX_4);
    gluEndSurface(theNurb);
    glPopMatrix();
    glFlush();
}
void myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-1.0, 1.0, -1.5, 0.5, 0.8, 10.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(7.0,4.5,4.0, 4.5,4.5,2.0, 6.0,-3.0,2.0);
}
static void
key(unsigned char k, int x, int y)
{
  switch (k) {
  case 27:  
    exit(0);
    break;
  default:
    return;
  }
  glutPostRedisplay();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
    glutCreateWindow (argv[0]);
    myinit();
    glutReshapeFunc (myReshape);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutMainLoop();
    return 0;             
}