-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, 0, cos(d) * 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.f, 0, 1.f, 1.f);
- glUniform4fv(colorLoc, 1, glm::value_ptr(c));
- GLuint modelLoc = glGetUniformLocation(solidProgId, "model");
- glm::mat4 model(1);
- model = glm::scale(model, glm::vec3(2.0));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- monkeyHead->draw();
- model = glm::translate(model, glm::vec3(3, 0, 0));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- 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); */