+static void\r
+motion(int x, int y)\r
+{\r
+ if (moving) {\r
+ angle = angle + (x - startx);\r
+ angle2 = angle2 + (y - starty);\r
+ startx = x;\r
+ starty = y;\r
+ glutPostRedisplay();\r
+ }\r
+ if (lightMoving) {\r
+ lightAngle += (x - lightStartX)/40.0;\r
+ lightHeight += (lightStartY - y)/20.0;\r
+ lightStartX = x;\r
+ lightStartY = y;\r
+ glutPostRedisplay();\r
+ }\r
+}*/\r
+\r
+void idle() {\r
+ angle = (int)(angle + 10) % 360;\r
+ //angle2 = (int)(angle2 + 10) % 360;\r
+ printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
+ sleep(25);\r
+ glutPostRedisplay();\r
+}\r
+\r
+\r
+int drawFloorRecurse = 2;\r
+\r
+void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) {\r
+\r
+ printf("%d, %d, %d, %d\n", x1, y2, x2, y2);\r
+\r
+ if ( drawFloorRecurse != recurseLevel ) {\r
+ float xm = (x1 + x2) / 2.0;\r
+ float ym = (y1 + y2) / 2.0;\r
+ int rnew = recurseLevel + 1;\r
+ printf("Recursing to level %d\n", rnew);\r
+\r
+ // Split into four sub-quads\r
+ drawSquare(rnew, x1, y1, xm, ym);\r
+ drawSquare(rnew, x1, ym, xm, y2);\r
+ drawSquare(rnew, xm, ym, x2, y2);\r
+ drawSquare(rnew, xm, y1, x2, ym);\r
+\r
+ } else {\r
+ printf("Drawing (%.10f, %.10f) -> (%.10f, %.10f)\n", x1, y2, x2, y2);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(x1, 0.0, y1);\r
+ glVertex3f(x1, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y1);\r
+ glEnd();\r
+ }\r
+\r
+}\r
+\r
+/**\r
+ * Draw a floor.\r
+ */\r
+void drawFloor() {\r
+ glDisable(GL_LIGHTING);\r
+\r
+ //if (useTexture) {\r
+ // glEnable(GL_TEXTURE_2D);\r
+ //}\r
+\r
+ /*glBegin(GL_QUADS);\r
+ glTexCoord2f(0.0, 0.0);\r
+ glVertex3fv(floorVertices[0]);\r
+ glTexCoord2f(0.0, 16.0);\r
+ glVertex3fv(floorVertices[1]);\r
+ glTexCoord2f(16.0, 16.0);\r
+ glVertex3fv(floorVertices[2]);\r
+ glTexCoord2f(16.0, 0.0);\r
+ glVertex3fv(floorVertices[3]);\r
+ glEnd();*/\r
+\r
+drawSquare(0, -10.0, -10.0, 10.0, 10.0);\r
+\r
+ /*if (useTexture) {\r
+ glDisable(GL_TEXTURE_2D);\r
+ }*/\r
+\r
+ glEnable(GL_LIGHTING);\r
+}\r
+\r
+/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
+ drawSquare(0, x1, y1, x2, y2);\r
+}*/\r
+\r