+ /* glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10); */
+ glm::vec3 lightPos = glm::vec3(0, 10, 10);
+ glm::vec4 lightColor(1, 1, 1, 1);
+
+ glViewport(0, 0, WIDTH, HEIGHT);
+ /* drawPyramids(d, lightPos, lightColor); */
+ drawLight(d, lightPos, lightColor);
+
+ glUseProgram(solidProgId);
+ setProjectionAndViewUniforms(solidProgId);
+ setLightColorAndPos(solidProgId, lightPos, lightColor);
+
+ GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
+ glm::vec4 c(1);
+ glUniform4fv(colorLoc, 1, glm::value_ptr(c));
+
+ monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
+ monkeyHead->draw();
+
+ glUseProgram(textureProgId);
+ setProjectionAndViewUniforms(textureProgId);
+ setLightColorAndPos(textureProgId, lightPos, lightColor);
+
+ Model::Node *top = chest->find("top");
+ top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
+ top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
+ top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
+
+ /* Model::Node *jewels = chest->find("jewels"); */
+ /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
+
+ Model::Node *lock = chest->find("lock");
+ lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649));
+ lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4));
+ lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649));
+
+ Model::Node *key = chest->find("key");
+ key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d)));
+
+ chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos);
+ chest->draw();
+
+ /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
+
+ /* glClear(GL_DEPTH_BUFFER_BIT); */
+
+ /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */