char dataDir[200]; // Stores the directory name for the meshes and textures.
-GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light
-GLfloat lightPosition[4];
-
int moving, startx, starty;
-int lightMoving = 0, lightStartX, lightStartY;
-/* Time varying or user-controled variables. */
-float jump = 0.0;
-float lightAngle = 0.0, lightHeight = 5;
-GLfloat angle = -150; /* in degrees */
-GLfloat angle2 = 30; /* in degrees */
+/* Recursion level for floor drawing */
+int drawFloorRecurse = 8;
-/* Near and far parameters - calculates scene size */
-GLfloat near = -15;
-GLfloat far = 15;
+/* Size of floor, from -n to n, floorSize must be divisible by squareSize */
+int floorSize = 200;
+float squareSize = 2;
-/* Near and far clipping planes - calculates clipping planes */
-GLfloat nearClip = -200;
-GLfloat farClip = 200;
+/* Current camera x, y, z coords */
+GLfloat camx = 0.0, camy = 0.0, camz = 0.0, keyrot = 0.0;
+GLfloat factor = 1.0;
-/* Zoom factor for mouse movements */
-GLfloat zoomFactor = 1.0;
+/* Length of axis lines */
+GLfloat lineLength = 10;
-/* Recursion level for floor drawing */
-int drawFloorRecurse = 5;
+/* Light 0 parameters */
+GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat direction0[] = {0.0, 0.0, 0.0};
-/* Size of floor, from -n to n */
-int floorSize = 200;
+GLfloat lightPosition0[4];
-/* Light 0 parameters */
-GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};
-GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};
-GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};
-GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};
-GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};
-GLfloat glightmodel[] = {0.2,0.2,0.2,1};
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+float lightAngle0 = 0.0, lightHeight0 = 5;
+int lightMoving0 = 0, lightStartX0, lightStartY0;
+
+/* Light 1 parameters */
+GLfloat diffuse1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat ambient1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat specular1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat direction1[] = {0.0, 0.0, 0.0};
+
+GLfloat lightPosition1[4];
+
+float lightAngle1 = 360.0, lightHeight1 = 5;
+int lightMoving1 = 0, lightStartX1, lightStartY1;
+
+/* Material types */
+GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};
+GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat shine = 100.0;
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};
+GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};
+
+/* Zoom and rotate tracking */
+GLfloat zoom = 0.0, rotate = 0.0;
+GLfloat zoomFactor = 0.2, rotateFactor = 0.5;
+
+/* Beginning width, height */
+int width = 500, height = 500;
+
+/* Texture state tracking */
+int currentGroundTexture = 0, currentMeshTexture = 0;
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