+
+};
+
+enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
+
+void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+ glUseProgram(normalProgId);
+
+ GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
+ GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
+ switch (proj) {
+ case teapotCamera:
+ setProjectionAndViewUniforms(normalProgId);
+ break;
+ case teapotOrtho:
+ {
+ glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
+
+ glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
+ glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+ }
+ break;
+ case teapotPerspStatic:
+ case teapotPerspAnimated:
+ {
+ float fov = glm::radians(45.f);
+ if (proj == teapotPerspAnimated)
+ fov += glm::radians(sin(d) * 30.f);
+ glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
+
+ glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+ }
+ break;
+ }
+ setLightColorAndPos(normalProgId, lightPos, lightColor);
+ glBindVertexArray(teapotVao);
+ GLuint modelId = glGetUniformLocation(normalProgId, "model");
+ glm::mat4 model(1);
+ model = glm::scale(model, glm::vec3(0.3));
+ if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
+ glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+
+ glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
+}
+
+void display() {
+ glClearColor(0.5, 0.5, 0.5, 1);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+
+ /* glm::vec3 lightPos = glm::vec3(sin(d / 10.f) * 10, 0, cos(d / 10.f) * 10); */
+ glm::vec3 lightPos = lightPos;
+ glm::vec4 lightColor(1, 1, 1, 1);
+
+ drawLight(d, lightPos, lightColor);
+
+ 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), lightPos); */
+ chest->draw();
+