+enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
+
+void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+ glUseProgram(normalProgId);
+
+ GLuint projId = glGetUniformLocation(normalProgId, "projection");
+ GLuint viewId = 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(projId, 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(viewId, 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(projId, 1, GL_FALSE, glm::value_ptr(proj));
+
+ glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
+ glUniformMatrix4fv(viewId, 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);
+}
+