Reflection
[opengl.git] / main.cpp
index 003723704f39485a8f84184292a45634ffba1aad..4dd4e605963d7be0cc169e9fbeb92028baa2e30a 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -1,8 +1,6 @@
 #include <stdio.h>
 #include <stdlib.h>
 #include <iostream>
-#include <fstream>
-#include <sstream>
 #include <array>
 #include <vector>
 #ifdef __APPLE__
 #include <OpenGL/glew.h>
 #endif
 #include <GLUT/glut.h>
+#include "shapes.hpp"
 #include <glm/glm.hpp>
 #include <glm/ext.hpp>
 #include <glm/gtc/type_ptr.hpp>
 #include "model.hpp"
-#include "teapot.h"
+#include "program.hpp"
+#include "skybox.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
 using namespace std;
 
-GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, plainProgId, normalProgId, solidProgId;
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -10.0f);
+GLuint lightVao;
+
+Program *textureProg, *plainProg, *reflectProg;
+Skybox *skybox;
+                         
+glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  0.0f);
 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
 glm::vec3 camUp    = glm::vec3(0.0f, 1.0f,  0.0f);
 float yaw = 1.57, pitch = 0;
 bool doScale, doRotate, doTranslate;
-Model *monkeyHead, *chest;
+Model *chest, *mirrorCube;
+glm::vec3 lightPos(3);
 
 const int WIDTH = 800, HEIGHT = 600;
 const float ASPECT = (float)WIDTH / (float)HEIGHT;
 
+glm::mat4 projMat() {
+       return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+}
+
+glm::mat4 viewMat() {
+       return glm::lookAt(camPos, camPos + camFront, camUp);
+}
+
 void setProjectionAndViewUniforms(GLuint progId) {
        GLuint projLoc = glGetUniformLocation(progId, "projection");
-       glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+       glm::mat4 proj = projMat();
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
 
        GLuint viewLoc = glGetUniformLocation(progId, "view");
-       glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
+       glm::mat4 view = viewMat();
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
 }
 
@@ -47,340 +59,70 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor
        GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
        glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
 
-       GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
+       GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
        glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
+
+       GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
+       glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
-       glUseProgram(plainProgId);
+       glUseProgram(plainProg->progId);
        glBindVertexArray(lightVao);
-       setProjectionAndViewUniforms(plainProgId);
+       setProjectionAndViewUniforms(plainProg->progId);
        glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
        model = glm::scale(model, glm::vec3(0.2));
-       GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
+       GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
 
-       GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
+       GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
        glm::vec4 color(lightColor);
        glUniform4fv(colorLoc, 1, glm::value_ptr(color));
                
        glDrawArrays(GL_TRIANGLES, 0, 36);
-};
-
-void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
-       glUseProgram(gradientProgId);
-       glBindVertexArray(pyramidVao);
-       setProjectionAndViewUniforms(gradientProgId);
-
-       setLightColorAndPos(gradientProgId, lightPos, lightColor);
-
-       GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
-       glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
-
-       GLuint modelId = glGetUniformLocation(gradientProgId, "model");
-
-       for (int i = 0; i < 10; i++) {
-
-               glm::mat4 model = glm::mat4(1.f);
-
-               model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
-               
-               if (doRotate) {
-                       model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
-                       model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
 }
 
-               if (doScale)
-                       model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
-
-               if (doTranslate)
-                       model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
-       
-
-               glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-               
-               glDrawArrays(GL_TRIANGLES, 0, 18);
-       }
-
-};
-
-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, 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();
+       glUseProgram(textureProg->progId);
+       setProjectionAndViewUniforms(textureProg->progId);
+       setLightColorAndPos(textureProg->progId, lightPos, lightColor);
 
-       /* drawTeapot(teapotCamera, false, d, 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)); */
        
-       /* glClear(GL_DEPTH_BUFFER_BIT); */
+       /* Model::Node *jewels = chest->find("jewels"); */
+       /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
 
-       /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
+       /* 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)); */
 
-       /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
+       /* Model::Node *key = chest->find("key"); */
+       /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
        
-       /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
+       /* chest->draw(); */
 
-       /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
+       mirrorCube->draw();
 
+       skybox->draw(projMat(), viewMat());
 
        glutSwapBuffers();
 }
 
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
-       GLuint shader = glCreateShader(type);
-
-       if (!shader) {
-               fprintf(stderr, "error creating shader\n");
-               exit(1);
-       }
-
-       ifstream file(filePath);
-       stringstream buffer;
-       buffer << file.rdbuf();
-       string str = buffer.str();
-       const char* contents = str.c_str();
-
-       glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
-       glCompileShader(shader);
-       GLint success;
-       glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetShaderInfoLog(shader, 1024, NULL, log);
-               fprintf(stderr, "error: %s\n", log);
-               exit(1);
-       }
-       glAttachShader(progId, shader);
-}
-
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
-       GLuint progId = glCreateProgram();
-
-       attachShader(progId, vertexShader, GL_VERTEX_SHADER);
-       attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
-
-       glLinkProgram(progId);
-       GLint success = 0;
-       glGetProgramiv(progId, GL_LINK_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetProgramInfoLog(progId, sizeof(log), NULL, log);
-               fprintf(stderr, "error linking: %s\n", log);
-               exit(1);
-       }
-
-       return progId;
-}
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-
-GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
-
-       GLfloat colors[] = {
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-               
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1
-       };
-
-       GLuint numVerts = 18;
-
-       GLuint vbo;
-       glGenBuffers(1, &vbo);
-
-       GLuint vao;
-       glGenVertexArrays(1, &vao);
-
-       GLuint posId = glGetAttribLocation(progId, "vPosition");
-       GLuint colorId = glGetAttribLocation(progId, "vColor");
-       GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
-
-       GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
-       GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
-       GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
-
-       glBindBuffer(GL_ARRAY_BUFFER, vbo);
-       glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
-
-       glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
-       glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
-       glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
-       
-       glBindVertexArray(vao);
-
-       glEnableVertexAttribArray(posId);
-       glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
-       glEnableVertexAttribArray(colorId);
-       glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
-
-       glEnableVertexAttribArray(normalLoc);
-       glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
-
-       return vao;
-}
-
-vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
-       vector<glm::vec3> triangles(6);
-       triangles[0] = quads[0];
-       triangles[1] = quads[1];
-       triangles[2] = quads[2];
-       triangles[3] = quads[2];
-       triangles[4] = quads[3];
-       triangles[5] = quads[0];
-       return triangles;
-}
-
-template <typename T>
-void append(vector<T> &a, vector<T> &b) {
-       a.insert(a.end(), b.begin(), b.end());
-};
-
 void setupLightBuffers(GLuint progId) {
-       vector<glm::vec3> vertices;
-       glm::vec3 front[] = {
-               glm::vec3(1, -1, -1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(-1, 1, -1),
-               glm::vec3(1, 1, -1)
-       };
-       vector<glm::vec3> frontTriangles = quadToTriangles(front);
-       append(vertices, frontTriangles);
-
-       glm::vec3 back[] = {
-               glm::vec3(1, 1, 1),
-               glm::vec3(-1, 1, 1),
-               glm::vec3(-1, -1, 1),
-               glm::vec3(1, -1, 1)
-       };
-       vector<glm::vec3> backQuads = quadToTriangles(back);
-       append(vertices, backQuads);
-
-       glm::vec3 top[] = {
-               glm::vec3(1, 1, -1),
-               glm::vec3(-1, 1, -1),
-               glm::vec3(-1, 1, 1),
-               glm::vec3(1, 1, 1)
-       };
-       vector<glm::vec3> topTriangles = quadToTriangles(top);
-       append(vertices, topTriangles);
-
-       glm::vec3 bottom[] = {
-               glm::vec3(1, -1, 1),
-               glm::vec3(-1, -1, 1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(1, -1, -1)
-       };
-       vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
-       append(vertices, bottomTriangles);
-
-       glm::vec3 left[] = {
-               glm::vec3(-1, 1, 1),
-               glm::vec3(-1, 1, -1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(-1, -1, 1)
-       };
-       vector<glm::vec3> leftTriangles = quadToTriangles(left);
-       append(vertices, leftTriangles);
-
-       glm::vec3 right[] = {
-               glm::vec3(1, 1, -1),
-               glm::vec3(1, 1, 1),
-               glm::vec3(1, -1, 1),
-               glm::vec3(1, -1, -1)
-       };
-       vector<glm::vec3> rightTriangles = quadToTriangles(right);
-       append(vertices, rightTriangles);
+       auto vertices = cube();
        GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
 
        glGenVertexArrays(1, &lightVao);
@@ -395,106 +137,29 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
-void setupTeapotBuffers(GLuint progId) {
-       GLuint vbos[2];
-       glGenBuffers(2, vbos);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
-       glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
-       glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
-
-       glGenVertexArrays(1, &teapotVao);
-       glBindVertexArray(teapotVao);
-
-       GLuint posLoc = glGetAttribLocation(progId, "vPosition");
-       GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
-
-       glEnableVertexAttribArray(posLoc);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
-       glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-       
-       glEnableVertexAttribArray(normalLoc);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
-       glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-}
-
-void validateProgram(GLuint progId) {
-       glValidateProgram(progId);
-       
-       GLint success;
-       glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetProgramInfoLog(progId, sizeof(log), NULL, log);
-               fprintf(stderr, "error: %s\n", log);
-               exit(1);
-       }
-}
-
 void init() {
-       glm::vec3 vertices[18] = {
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(1.0f, -1.0f, -1.0f),
-               glm::vec3(-1.0f, -1.0f, -1.0f),
-
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(-1.0f, -1.0f, 1.0f),
-               glm::vec3(1.0f, -1.0f, 1.0f),
-
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(-1.0f, -1.0f, -1.0f),
-               glm::vec3(-1.0f, -1.0f, 1.0f),
-
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(1.0f, -1.0f, 1.0f),
-               glm::vec3(1.0f, -1.0f, -1.0f),
-
-               glm::vec3(1, -1, 1),
-               glm::vec3(-1, -1, 1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(1, -1, -1),
-               glm::vec3(1, -1, 1)
+       plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+       glUseProgram(plainProg->progId);
+       setupLightBuffers(plainProg->progId);
+       plainProg->validate();
+
+       std::vector<std::string> faces = {
+               "models/skybox/right.jpg",
+               "models/skybox/left.jpg",
+               "models/skybox/top.jpg",
+               "models/skybox/bottom.jpg",
+               "models/skybox/front.jpg",
+               "models/skybox/back.jpg"
        };
+       skybox = new Skybox(faces);
 
-       // work out the normals
-       glm::vec3 normals[18];
-       for (int i = 0; i < 6; i++) {
-               glm::vec3 a = vertices[i * 3];
-               glm::vec3 b = vertices[i * 3 + 1];
-               glm::vec3 c = vertices[i * 3 + 2];
-               glm::vec3 u = glm::normalize(a - c);
-               glm::vec3 v = glm::normalize(b - c);
-               glm::vec3 norm = glm::normalize(glm::cross(v, u));
-               for(int j = 0; j < 3; j++) {
-                       normals[i * 3 + j] = -glm::vec3(norm);
-               }
-       }
-
-       gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
-       glUseProgram(gradientProgId);
-       pyramidVao = setupBuffers(vertices, normals, gradientProgId);
-       validateProgram(gradientProgId);
-
-       plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
-       glUseProgram(plainProgId);
-       setupLightBuffers(plainProgId);
-       validateProgram(plainProgId);
+       textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
+       /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
 
-       normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
-       glUseProgram(normalProgId);
-       setupTeapotBuffers(normalProgId);
-       validateProgram(normalProgId);
-
-       solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
-       glUseProgram(solidProgId);
-       validateProgram(solidProgId);
-
-       monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
-       chest = new Model("chest.obj", solidProgId);
+       mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox);
 
        glEnable(GL_DEPTH_TEST); 
-       /* glEnable(GL_CULL_FACE); */ 
+       glEnable(GL_CULL_FACE); 
 }
 
 bool* keyStates = new bool[256];
@@ -528,6 +193,13 @@ void timer(int _) {
        if (keyStates['e'])
                ySpeed = -0.1f;
 
+       if (keyStates['j']) lightPos.z += 0.1f;
+       if (keyStates['k']) lightPos.z -= 0.1f;
+       if (keyStates['h']) lightPos.x -= 0.1f;
+       if (keyStates['l']) lightPos.x += 0.1f;
+       if (keyStates['m']) lightPos.y -= 0.1f;
+       if (keyStates['n']) lightPos.y += 0.1f;
+
        camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
        camPos.y += ySpeed;
        camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);