openGL 3D room scene

Please, i’m trying to create a 3D table and a chair in a room, i want to implement the capabilities to switch camera too! please any help would be appreciated.
Here is what i have so far .
Thanks.

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>

void myInit(int *, char **);
void mouseManager(int, int, int, int);
void displayFunc(void);
void idle(void);

GLfloat dx=0.0, dy=0.0, dz=0.0, xAngle = 0.0, yAngle = 0.0, zAngle = 0.0;
int spinning=0, res;

float v[4][3]= {{0.0,0.0,1.0},{0.0,0.9428,-0.3333},
{-0.8165,-0.4714,-0.3333},{0.8165,-0.4714,-0.3333}};

GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat diffuse[] = {0.9, 0.8, 0.0, 1.0};
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};

GLfloat global_ambient[] = {0.1, 0.1, 0.1, 1.0};

GLfloat light0_ambient[] = {1.0, 0.0, 0.0, 1.0};
GLfloat light0_diffuse[] = {1.0, 0.0, 0.0, 1.0};
GLfloat light0_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light0_position[] = {1.0, 2.0, 3.0, 1.0};

int main(int argc, char **argv){

myInit(&argc, argv);

glutDisplayFunc(displayFunc);
glutMouseFunc(mouseManager);
glutIdleFunc(idle);

glutMainLoop(); //infinite loop
}

void myInit(int *argc, char **argv){
glutInit(argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(640,480);
glutInitWindowPosition(100, 150);
glutCreateWindow(argv[0]);

glClearColor(1.0,1.0,1.0,0.0); // Set clear color to white

glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);

glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);

glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);

glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 100);

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_FLAT);

glEnable(GL_DEPTH_TEST);
}

void displayFunc(void){
int i;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0, // field of view
640.0/480.0, // Aspect ratio
1.0, // Near Z
16.0 // Far Z
);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

gluLookAt(0.0, 0.0, 6.0, // Eye is at (0, 0, 6)
0.0, 0.0, 0.0, // center is at (0,0,0)
0.0, 1.0, 0.0); // up is Y direction

glRotatef(xAngle, 1.0, 0.0, 0.0);
glRotatef(yAngle, 0.0, 1.0, 0.0);
glRotatef(zAngle, 0.0, 0.0, 1.0);

glBegin(GL_QUADS); //begin the four sided shape
glColor3f(1.0, 0.0, 1.0);
glVertex3f(-0.9, -0.9, 0.0); //first corner at -0.5, -0.5
glColor3f(0.0, 0.0, 1.0);
glVertex3f(-0.7, 0.7, 0.0); //second corner at -0.5, 0.5
glColor3f(1.0, 1.0, 0.0);
glVertex3f(0.9, 0.9, 0.0); //third corner at 0.5, 0.5
glColor3f(0.0, 1.0, 1.0);
glVertex3f(0.7, -0.7, 0.0); //fourth corner at 0.5, -0.5
glEnd(); //end the shape we are currently working on
glutSwapBuffers();

}

void mouseManager(int button, int state, int x, int y){

switch(button){
case GLUT_LEFT_BUTTON:
if(state==GLUT_DOWN){
dx=0.2;
spinning=1;
}
else{
dx=0.0;
spinning=0;
}
break;

case GLUT_RIGHT_BUTTON:
if(state==GLUT_DOWN){
dy=0.2;
spinning=1;
}
else{
dy=0.0;
spinning=0;
}
break;

case GLUT_MIDDLE_BUTTON:
if(state==GLUT_DOWN){
dz=0.2;
spinning=1;
}
else{
dz=0.0;
spinning=0;
}
break;
defaut:
;
}

displayFunc();
}

void idle(void){

if(spinning){
xAngle+=dx;
yAngle+=dy;
zAngle+=dz;
};

glutPostRedisplay();
}

Hi, Nikiben! :]

Well maybe you could tell us, whats the problem with your code? Is it not working? Or are you not sure what to do next? If so… what is it you want to do next?

This board is for asking questions, and solving problems, but it is not a place where people give you lessons, or write code for you. Thats your job! ;]