- // **NOTE: Needs tidy\r
-\r
- glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
- glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
- GLfloat direction0[] = {0.0, 0.0, 0.0};\r
- glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
- glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 60.0);\r
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
-\r
- GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
- GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};\r
- GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};\r
- GLfloat shine = 100.0;\r
- glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
- glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
- glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
- glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
-\r
- GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};\r
- glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
-\r
- glEnable(GL_LIGHT0);\r
- glEnable(GL_LIGHTING);\r
- //glEnable(GL_COLOR_MATERIAL);\r
- //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
- //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
- //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+ drawFloor();\r
+ \r
+ // Draw sceneObjs array\r
+ for ( int i = 0; i < nObjects; i++ ) {\r
+ glPushMatrix();\r
+ SceneObject so = sceneObjs[i];\r
+\r
+ // Apply translation vector\r
+ glTranslatef(so.x, so.y, so.z);\r
+\r
+ // Apply independant rotation vectors\r
+ glRotatef(so.rotation.x, 1.0, 0.0, 0.0);\r
+ glRotatef(so.rotation.y, 0.0, 1.0, 0.0);\r
+ glRotatef(so.rotation.z, 0.0, 0.0, 1.0);\r
+\r
+ // Apply scaling vector\r
+ glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
+\r
+ // Apply texture\r
+ if ( so.texture.id > 0 ) {\r
+ getTexture(so.texture.id);\r
+ glBindTexture(GL_TEXTURE_2D, so.texture.id);\r
+ glMatrixMode(GL_TEXTURE);\r
+ glScalef(so.texture.scale, so.texture.scale, so.texture.scale);\r
+ glMatrixMode(GL_MODELVIEW);\r
+ } else {\r
+ glBindTexture(GL_TEXTURE_2D, 0);\r
+ }\r
+\r
+ // Draw actual object\r
+ if ( so.mesh > 0 ) {\r
+ // drawMesh();\r
+ } else if ( so.mesh == -1 ) { // a mesh of -1 draws the teapot\r
+ // The teapot does not obey the right-hand rule\r
+ glFrontFace(GL_CW);\r
+ glutSolidTeapot(1);\r
+ glFrontFace(GL_CCW);\r
+ }\r
+\r
+ glBindTexture(GL_TEXTURE_2D, 0);\r
+ glPopMatrix();\r
+ }\r