-/**\r
- * init function; sets initial OpenGL state\r
- */\r
-void init() {\r
- //glMatrixMode(GL_PROJECTION);\r
- //glLoadIdentity();\r
-\r
- //gluPerspective(\r
- // 60.0, /* field of view in degree */\r
- // 1.0, /* aspect ratio */\r
- // nearClip, /* Z near */\r
- // farClip /* Z far */\r
- // );\r
- \r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
+ /* Perform scene rotations based on user mouse/keyboard input. */\r
+ glRotatef(rotate*camRotateFactor, 0.0, 1.0, 0.0);\r
+ glTranslatef(camx, camy, camz);\r
+ glRotatef(keyrot, 1.0, 0.0, 0.0);\r
+\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