+ sceneObjs[nObjects].scale[0] = 1;
+ sceneObjs[nObjects].scale[1] = 1;
+ sceneObjs[nObjects].scale[2] = 1;
+
+ sceneObjs[nObjects].rotation.x = 0;
+ sceneObjs[nObjects].rotation.y = 0;
+ sceneObjs[nObjects].rotation.z = 0;
+
+ nObjects += 1; // New object in scene
+
+ return nObjects;
+}
+
+void initializeLights() {
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightGlobalModel);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ for ( int i = 0; i < LIGHTS; i++ ) {
+
+ memcpy( lightObjs[i].position, defaultPosition, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].ambient, defaultAmbient, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].diffuse, defaultDiffuse, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].specular, defaultSpecular, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].direction, defaultDirection, sizeof(GLfloat) * 3 );
+
+ lightObjs[i].cutoff = defaultCutoff;
+ lightObjs[i].exponent = defaultExponent;
+ }
+
+}
+
+void updateLights() {
+ glDisable(GL_LIGHTING);
+
+ for ( int i = 0; i < LIGHTS; i++ ) {
+ glDisable(GL_LIGHT0 + i);
+
+ glLightfv(GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position);
+ glLightfv(GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient);
+ glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse);
+ glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular);
+ glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction);
+
+ glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff);
+ glLighti(GL_LIGHT0 + i, GL_SPOT_EXPONENT, (int)lightObjs[i].exponent );