Drawing a 3d room opengl help "Please"

Hey, I have a somewhat medium size question here I’ve been studying OpenGL for some time now and got very good at it to a point in my studying but the next adventure I’m trying to create a 3d room with a floor, ceiling, and walls and maybe a bonus add a pillar in the room as well.

Here is a pic of my compiled OpenGL program.

So, I’ve got my code here

I’m initializing OpenGL graphics here:

/* Initialize OpenGL Graphics */
void initGL() {
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
	glClearDepth(1.0f);                   // Set background depth to farthest
	glEnable(GL_DEPTH_TEST);   // Enable depth testing for z-culling
	glDepthFunc(GL_LEQUAL);    // Set the type of depth-test
	glShadeModel(GL_SMOOTH);   // Enable smooth shading
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  // Nice perspective corrections
}

here is the handle for the repaint event:

/* Handler for window-repaint event. Called back when the window first appears and
   whenever the window needs to be re-painted. */
void display() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers
	glMatrixMode(GL_MODELVIEW);     // To operate on model-view matrix

Here I’m rendering a color cube consisting of 6 different quads with different colors and using “glTranslatef” to move the cube to the right of the screen.

// Render a color-cube consisting of 6 quads with different colors
	glLoadIdentity();                 // Reset the model-view matrix
	glTranslatef(1.5f, 0.0f, -7.0f);  // Move right and into the screen

Here, I’m begin to drawing the color cube with 6 quads aka" drawing my cube"

glBegin(GL_QUADS);                // Begin drawing the color cube with 6 quads
	   // Top face (y = 1.0f)
	   // Define vertices in counter-clockwise (CCW) order with normal pointing out
	glColor3f(0.0f, 1.0f, 0.0f);     // Green
	glVertex3f(1.0f, 1.0f, -1.0f);
	glVertex3f(-1.0f, 1.0f, -1.0f);
	glVertex3f(-1.0f, 1.0f, 1.0f);
	glVertex3f(1.0f, 1.0f, 1.0f);

	// Bottom face (y = -1.0f)
	glColor3f(1.0f, 0.5f, 0.0f);     // Orange
	glVertex3f(1.0f, -1.0f, 1.0f);
	glVertex3f(-1.0f, -1.0f, 1.0f);
	glVertex3f(-1.0f, -1.0f, -1.0f);
	glVertex3f(1.0f, -1.0f, -1.0f);

	// Front face  (z = 1.0f)
	glColor3f(1.0f, 0.0f, 0.0f);     // Red
	glVertex3f(1.0f, 1.0f, 1.0f);
	glVertex3f(-1.0f, 1.0f, 1.0f);
	glVertex3f(-1.0f, -1.0f, 1.0f);
	glVertex3f(1.0f, -1.0f, 1.0f);

	// Back face (z = -1.0f)
	glColor3f(1.0f, 1.0f, 0.0f);     // Yellow
	glVertex3f(1.0f, -1.0f, -1.0f);
	glVertex3f(-1.0f, -1.0f, -1.0f);
	glVertex3f(-1.0f, 1.0f, -1.0f);
	glVertex3f(1.0f, 1.0f, -1.0f);

	// Left face (x = -1.0f)
	glColor3f(0.0f, 0.0f, 1.0f);     // Blue
	glVertex3f(-1.0f, 1.0f, 1.0f);
	glVertex3f(-1.0f, 1.0f, -1.0f);
	glVertex3f(-1.0f, -1.0f, -1.0f);
	glVertex3f(-1.0f, -1.0f, 1.0f);

	// Right face (x = 1.0f)
	glColor3f(1.0f, 0.0f, 1.0f);     // Magenta
	glVertex3f(1.0f, 1.0f, -1.0f);
	glVertex3f(1.0f, 1.0f, 1.0f);
	glVertex3f(1.0f, -1.0f, 1.0f);
	glVertex3f(1.0f, -1.0f, -1.0f);
	glEnd();  // End of drawing color-cube

Here I’m using the handler for window resize event.

/* Handler for window re-size event. Called back when the window first appears and
   whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height) {  // GLsizei for non-negative integer
   // Compute aspect ratio of the new window
	if (height == 0) height = 1;                // To prevent divide by 0
	GLfloat aspect = (GLfloat)width / (GLfloat)height;

	// Set the viewport to cover the new window
	glViewport(0, 0, width, height);

	// Set the aspect ratio of the clipping volume to match the viewport
	glMatrixMode(GL_PROJECTION);  // To operate on the Projection matrix
	glLoadIdentity();             // Reset
	// Enable perspective projection with fovy, aspect, zNear and zFar
	gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}

Last I’m calling my Main function to finish this program.

/* Main function: GLUT runs as a console application starting at main() */
	int main(int argc, char** argv) {
		glutInit(&argc, argv);            // Initialize GLUT
		glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
		glutInitWindowSize(640, 480);   // Set the window's initial width & height
		glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
		glutCreateWindow(title);          // Create window with the given title
		glutDisplayFunc(display);       // Register callback handler for window re-paint event
		glutReshapeFunc(reshape);       // Register callback handler for window re-size event
		initGL();                       // Our own OpenGL initialization
		glutMainLoop();                 // Enter the infinite event-processing loop
		return 0;
	}

So, my question here remains the same How do I turn that cube into a 3d room with the walls, ceilings, floor, and add some pillars I know I have to draw them with quads and glVertex3f so can someone give me some code examples much appreciated by me on any help I get.