diff src/solar-system.cpp @ 3:4f8b47ac2715

Aborted test of loading an MD2 model. The GLTools TriangleBatch class doesn't play nicely with MD2, as it erroneously marks vertices as duplicates of each other.
author Eris Caffee <discordia@eldalin.com>
date Sun, 28 Apr 2013 18:04:27 -0500
parents c24af3462002
children
line diff
     1.1 --- a/src/solar-system.cpp	Sat Apr 27 13:22:17 2013 -0500
     1.2 +++ b/src/solar-system.cpp	Sun Apr 28 18:04:27 2013 -0500
     1.3 @@ -14,9 +14,15 @@
     1.4  
     1.5  #include <dirent.h>
     1.6  
     1.7 +#include <iostream>
     1.8 +
     1.9  #include <GL/glut.h>
    1.10  #include <GL/glx.h>
    1.11  
    1.12 +#include "MD2.h"
    1.13 +
    1.14 +////////////////////////////////////////////////////////////////////////////////
    1.15 +
    1.16  GLShaderManager		shaderManager;
    1.17  GLMatrixStack		modelViewMatrix;
    1.18  GLMatrixStack		projectionMatrix;
    1.19 @@ -31,15 +37,14 @@
    1.20  int			height = 600;
    1.21  int			fullscreen = 0;
    1.22  
    1.23 -#define NUM_SPHERES 50
    1.24 -GLFrame spheres[NUM_SPHERES];
    1.25 +////////////////////////////////////////////////////////////////////////////////
    1.26  
    1.27  GLTriangleBatch jupiterBatch;
    1.28 -GLTriangleBatch sphereBatch;
    1.29  GLTriangleBatch earthBatch;
    1.30  GLTriangleBatch moonBatch;
    1.31  GLTriangleBatch sunBatch;
    1.32 -GLBatch floorBatch;
    1.33 +
    1.34 +////////////////////////////////////////////////////////////////////////////////
    1.35  
    1.36  #define TEX_EARTH 1
    1.37  #define TEX_MOON 2
    1.38 @@ -49,514 +54,587 @@
    1.39  GLuint uiTextures[NUM_TEXTURES];
    1.40  
    1.41  ////////////////////////////////////////////////////////////////////////////////
    1.42 +
    1.43 +const std::string Data_Dir("../textures/");
    1.44 +
    1.45 +////////////////////////////////////////////////////////////////////////////////
    1.46  #define SCREENSHOT_FILENAME_BASE "screenshot-"
    1.47  #define SCREENSHOT_FILENAME_BASELEN 11
    1.48  #define SCREENSHOT_FILENAME_EXT ".tga"
    1.49  #define SCREENSHOT_FILENAME_EXTLEN 4
    1.50  
    1.51  int scandir_filter(const struct dirent * d)
    1.52 -   {
    1.53 -   if (memcmp(d->d_name, SCREENSHOT_FILENAME_BASE,
    1.54 -       SCREENSHOT_FILENAME_BASELEN) != 0) return 0;
    1.55 -   if (memcmp(d->d_name+SCREENSHOT_FILENAME_BASELEN+3, 
    1.56 -       SCREENSHOT_FILENAME_EXT, SCREENSHOT_FILENAME_EXTLEN) != 0) 
    1.57 -      return 0;
    1.58 -   if (isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN]) 
    1.59 -       && isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN+1]) 
    1.60 -       && isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN+2])) 
    1.61 -      return 1;
    1.62 -   return 0;
    1.63 -   }
    1.64 +    {
    1.65 +    if (memcmp(d->d_name, SCREENSHOT_FILENAME_BASE,
    1.66 +	    SCREENSHOT_FILENAME_BASELEN) != 0) return 0;
    1.67 +    if (memcmp(d->d_name+SCREENSHOT_FILENAME_BASELEN+3, 
    1.68 +	    SCREENSHOT_FILENAME_EXT, SCREENSHOT_FILENAME_EXTLEN) != 0) 
    1.69 +	return 0;
    1.70 +    if (isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN]) 
    1.71 +	&& isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN+1]) 
    1.72 +	&& isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN+2])) 
    1.73 +	return 1;
    1.74 +    return 0;
    1.75 +    }
    1.76  
    1.77  
    1.78  int get_next_file_name(char * filename)
    1.79 -   {
    1.80 -   static int i = 0;
    1.81 +    {
    1.82 +    static int i = 0;
    1.83  
    1.84 -   if (i == 0)
    1.85 -      {
    1.86 -      char pattern[SCREENSHOT_FILENAME_BASELEN+3+SCREENSHOT_FILENAME_EXTLEN];
    1.87 -      struct dirent ** file_list;
    1.88 -      int num_files = scandir(".", &file_list, scandir_filter, alphasort);
    1.89 -      if (num_files != 0)
    1.90 -      sprintf(pattern, "%s%%03d%s", SCREENSHOT_FILENAME_BASE,
    1.91 -              SCREENSHOT_FILENAME_EXT);
    1.92 -	 sscanf(file_list[num_files-1]->d_name, pattern, &i);
    1.93 -      }
    1.94 -   i++;
    1.95 +    if (i == 0)
    1.96 +	{
    1.97 +	char pattern[SCREENSHOT_FILENAME_BASELEN+3+SCREENSHOT_FILENAME_EXTLEN];
    1.98 +	struct dirent ** file_list;
    1.99 +	int num_files = scandir(".", &file_list, scandir_filter, alphasort);
   1.100 +	if (num_files != 0)
   1.101 +	    sprintf(pattern, "%s%%03d%s", SCREENSHOT_FILENAME_BASE,
   1.102 +		SCREENSHOT_FILENAME_EXT);
   1.103 +	sscanf(file_list[num_files-1]->d_name, pattern, &i);
   1.104 +	}
   1.105 +    i++;
   1.106  
   1.107 -   sprintf(filename, "%s%03d%s", SCREENSHOT_FILENAME_BASE, i, 
   1.108 -	   SCREENSHOT_FILENAME_EXT);
   1.109 -   return i;
   1.110 -   }
   1.111 +    sprintf(filename, "%s%03d%s", SCREENSHOT_FILENAME_BASE, i, 
   1.112 +	SCREENSHOT_FILENAME_EXT);
   1.113 +    return i;
   1.114 +    }
   1.115  
   1.116  ////////////////////////////////////////////////////////////////////////////////
   1.117  bool LoadTGATexture(const char * szFileName, GLenum minFilter, 
   1.118 -		    GLenum magFilter, GLenum wrapMode)
   1.119 -   {
   1.120 -   GLbyte * pBits;
   1.121 -   int nWidth, nHeight, nComponents;
   1.122 -   GLenum eFormat;
   1.123 +    GLenum magFilter, GLenum wrapMode)
   1.124 +    {
   1.125 +    GLbyte * pBits;
   1.126 +    int nWidth, nHeight, nComponents;
   1.127 +    GLenum eFormat;
   1.128  
   1.129 -   pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
   1.130 -   if (pBits == NULL)
   1.131 -       {
   1.132 -       fprintf(stderr, "Failed to load %s\n", szFileName);
   1.133 -       exit(EXIT_FAILURE);
   1.134 -       }
   1.135 +    pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
   1.136 +    if (pBits == NULL)
   1.137 +	{
   1.138 +	fprintf(stderr, "Failed to load %s\n", szFileName);
   1.139 +	exit(EXIT_FAILURE);
   1.140 +	}
   1.141  
   1.142 -   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
   1.143 -   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
   1.144 +    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
   1.145 +    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
   1.146  
   1.147 -   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
   1.148 -   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
   1.149 +    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
   1.150 +    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
   1.151  
   1.152 -   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   1.153 -   glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0,
   1.154 -		eFormat, GL_UNSIGNED_BYTE, pBits);
   1.155 +    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   1.156 +    glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0,
   1.157 +	eFormat, GL_UNSIGNED_BYTE, pBits);
   1.158  
   1.159 -   free(pBits);
   1.160 +    free(pBits);
   1.161  
   1.162 -   if (minFilter == GL_LINEAR_MIPMAP_LINEAR ||
   1.163 -       minFilter == GL_LINEAR_MIPMAP_NEAREST ||
   1.164 -       minFilter == GL_NEAREST_MIPMAP_LINEAR ||
   1.165 -       minFilter == GL_NEAREST_MIPMAP_NEAREST)
   1.166 -      {
   1.167 -      glGenerateMipmap(GL_TEXTURE_2D);
   1.168 -      }
   1.169 +    if (minFilter == GL_LINEAR_MIPMAP_LINEAR ||
   1.170 +	minFilter == GL_LINEAR_MIPMAP_NEAREST ||
   1.171 +	minFilter == GL_NEAREST_MIPMAP_LINEAR ||
   1.172 +	minFilter == GL_NEAREST_MIPMAP_NEAREST)
   1.173 +	{
   1.174 +	glGenerateMipmap(GL_TEXTURE_2D);
   1.175 +	}
   1.176  
   1.177 -   return true;
   1.178 -   }
   1.179 +    return true;
   1.180 +    }
   1.181  
   1.182  ////////////////////////////////////////////////////////////////////////////////
   1.183  void DrawSolarSystem(GLfloat yRot)
   1.184 -   {
   1.185 -   static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f };
   1.186 -   static GLfloat vLightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
   1.187 -   static M3DVector3f vSunPos = { 0.0f, 0.0f, 0.0f };
   1.188 -   static M3DVector3f vEarthPos = { 5.0f, 0.0f, 0.0f };
   1.189 -   static M3DVector3f vJupiterPos = { 10.0f, 0.0f, 0.0f };
   1.190 +    {
   1.191 +    static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f };
   1.192 +    static GLfloat vLightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
   1.193 +    static M3DVector3f vSunPos = { 0.0f, 0.0f, 0.0f };
   1.194 +    static M3DVector3f vEarthPos = { 5.0f, 0.0f, 0.0f };
   1.195 +    static M3DVector3f vJupiterPos = { 10.0f, 0.0f, 0.0f };
   1.196  
   1.197 -   float RotScale = 100.0;
   1.198 -   float SunRotSpeed = 1.0/(25*24) * RotScale;
   1.199 +    float RotScale = 100.0;
   1.200 +    float SunRotSpeed = 1.0/(25*24) * RotScale;
   1.201  
   1.202 -   float JupiterRotSpeed = 1.0/9 * RotScale;
   1.203 -   float JupiterAxialTilt = 3.13;
   1.204 +    float JupiterRotSpeed = 1.0/9 * RotScale;
   1.205 +    float JupiterAxialTilt = 3.13;
   1.206  
   1.207 -   float EarthRotSpeed = 1.0/24 * RotScale;
   1.208 -   float EarthAxialTilt = 23.5;
   1.209 +    float EarthRotSpeed = 1.0/24 * RotScale;
   1.210 +    float EarthAxialTilt = 23.5;
   1.211  
   1.212 -   float MoonRotSpeed = 1.0/29.5 * RotScale;
   1.213 -   float MoonAxialTilt = 6.7;
   1.214 -   float MoonOrbitSpeed = 1.0/29.5 * RotScale;
   1.215 -   float MoonOrbitTilt = 5.145;
   1.216 +    // float MoonRotSpeed = 1.0/29.5 * RotScale;
   1.217 +    float MoonAxialTilt = 6.7;
   1.218 +    float MoonOrbitSpeed = 1.0/(24*29.5) * RotScale;
   1.219 +    float MoonOrbitTilt = 5.145;
   1.220  
   1.221 -   static CStopWatch rotTimer;
   1.222 +    static CStopWatch rotTimer;
   1.223  
   1.224 -   // Get the light position in eye space
   1.225 -   M3DVector4f vLightTransformed;
   1.226 -   M3DMatrix44f mCamera;
   1.227 -   modelViewMatrix.GetMatrix(mCamera);
   1.228 -   m3dTransformVector4(vLightTransformed, vLightPos, mCamera);
   1.229 +    // Get the light position in eye space
   1.230 +    M3DVector4f vLightTransformed;
   1.231 +    M3DMatrix44f mCamera;
   1.232 +    modelViewMatrix.GetMatrix(mCamera);
   1.233 +    m3dTransformVector4(vLightTransformed, vLightPos, mCamera);
   1.234  
   1.235  
   1.236 -   ////////////////////////////////
   1.237 -   // Begin Sun
   1.238 +    ////////////////////////////////
   1.239 +    // Begin Sun
   1.240  
   1.241 -   float SunRot = rotTimer.GetElapsedSeconds() * SunRotSpeed;
   1.242 +    float SunRot = rotTimer.GetElapsedSeconds() * SunRotSpeed;
   1.243  
   1.244 -   modelViewMatrix.PushMatrix();
   1.245 +    modelViewMatrix.PushMatrix();
   1.246  
   1.247 -   modelViewMatrix.Translatev(vSunPos);
   1.248 -   // North is up!
   1.249 -   modelViewMatrix.Rotate(-90.0f, 1.0f, 0.0f, 0.0f);
   1.250 -   // Rotate on axis
   1.251 -   modelViewMatrix.Rotate(SunRot, 0.0f, 0.0f, 1.0f);
   1.252 +    modelViewMatrix.Translatev(vSunPos);
   1.253 +    // North is up!
   1.254 +    modelViewMatrix.Rotate(-90.0f, 1.0f, 0.0f, 0.0f);
   1.255 +    // Rotate on axis
   1.256 +    modelViewMatrix.Rotate(SunRot, 0.0f, 0.0f, 1.0f);
   1.257  
   1.258 -   glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_SUN]);
   1.259 -   if (polymode == GL_FILL)
   1.260 -      {
   1.261 -      shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,
   1.262 -   				   transformPipeline.GetModelViewProjectionMatrix(),
   1.263 -   				   0);
   1.264 -      }
   1.265 -   else
   1.266 -      {
   1.267 -      shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.268 -				   transformPipeline.GetModelViewProjectionMatrix(),
   1.269 -				   vWhite);
   1.270 -      }
   1.271 -   sunBatch.Draw();
   1.272 -   modelViewMatrix.PopMatrix();
   1.273 -   // End Sun
   1.274 -   /////////////////////////////////
   1.275 +    glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_SUN]);
   1.276 +    if (polymode == GL_FILL)
   1.277 +	{
   1.278 +	shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,
   1.279 +	    transformPipeline.GetModelViewProjectionMatrix(),
   1.280 +	    0);
   1.281 +	}
   1.282 +    else
   1.283 +	{
   1.284 +	shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.285 +	    transformPipeline.GetModelViewProjectionMatrix(),
   1.286 +	    vWhite);
   1.287 +	}
   1.288 +    sunBatch.Draw();
   1.289 +    modelViewMatrix.PopMatrix();
   1.290 +    // End Sun
   1.291 +    /////////////////////////////////
   1.292  
   1.293  
   1.294 -   ////////////////////////////////
   1.295 -   // Jupiter
   1.296 -   float JupiterRot = rotTimer.GetElapsedSeconds() * JupiterRotSpeed;
   1.297 +    ////////////////////////////////
   1.298 +    // Jupiter
   1.299 +    float JupiterRot = rotTimer.GetElapsedSeconds() * JupiterRotSpeed;
   1.300  
   1.301 -   modelViewMatrix.PushMatrix();
   1.302 -   modelViewMatrix.Translatev(vJupiterPos);
   1.303 -   // North is up!
   1.304 -   modelViewMatrix.Rotate(-90.0f - JupiterAxialTilt, 1.0f, 0.0f, 0.0f);
   1.305 -   // Rotate on axis
   1.306 -   modelViewMatrix.Rotate(JupiterRot, 0.0f, 0.0f, 1.0f);
   1.307 +    modelViewMatrix.PushMatrix();
   1.308 +    modelViewMatrix.Scale(1.0/1000, 1.0/1000, 1.0/1000);
   1.309 +    modelViewMatrix.Translatev(vJupiterPos);
   1.310 +    // North is up!
   1.311 +    modelViewMatrix.Rotate(-90.0f - JupiterAxialTilt, 1.0f, 0.0f, 0.0f);
   1.312 +    // Rotate on axis
   1.313 +    modelViewMatrix.Rotate(JupiterRot, 0.0f, 0.0f, 1.0f);
   1.314  
   1.315 -   glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_JUPITER]);
   1.316 -   if (polymode == GL_FILL)
   1.317 -      {
   1.318 -      // shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,
   1.319 -      // 	  transformPipeline.GetModelViewProjectionMatrix(),
   1.320 -      // 	  0);
   1.321 -      shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
   1.322 -       				   modelViewMatrix.GetMatrix(),
   1.323 -       				   transformPipeline.GetProjectionMatrix(),
   1.324 -       				   vLightTransformed,
   1.325 -       				   vWhite,
   1.326 -       				   0);
   1.327 -      }
   1.328 -   else
   1.329 -      {
   1.330 -      shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.331 -   				   transformPipeline.GetModelViewProjectionMatrix(),
   1.332 -   				   vWhite);
   1.333 +    glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_JUPITER]);
   1.334 +    if (polymode == GL_FILL)
   1.335 +	{
   1.336 +	shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
   1.337 +	    modelViewMatrix.GetMatrix(),
   1.338 +	    transformPipeline.GetProjectionMatrix(),
   1.339 +	    vLightTransformed,
   1.340 +	    vWhite,
   1.341 +	    0);
   1.342 +	}
   1.343 +    else
   1.344 +	{
   1.345 +	shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.346 +	    transformPipeline.GetModelViewProjectionMatrix(),
   1.347 +	    vWhite);
   1.348  
   1.349 -      }
   1.350 -   jupiterBatch.Draw();
   1.351 -   modelViewMatrix.PopMatrix();
   1.352 -   // End Jupiter
   1.353 -   ////////////////////////////////
   1.354 +	}
   1.355 +    jupiterBatch.Draw();
   1.356 +    modelViewMatrix.PopMatrix();
   1.357 +    // End Jupiter
   1.358 +    ////////////////////////////////
   1.359  
   1.360  
   1.361  
   1.362  
   1.363 -   /////////////////////////////////
   1.364 -   // Begin Earth/Moon
   1.365 +    /////////////////////////////////
   1.366 +    // Begin Earth/Moon
   1.367  
   1.368 -   // Begin Earth
   1.369 -   float EarthRot = rotTimer.GetElapsedSeconds() * EarthRotSpeed;
   1.370 +    // Begin Earth
   1.371 +    float EarthRot = rotTimer.GetElapsedSeconds() * EarthRotSpeed;
   1.372  
   1.373 -   modelViewMatrix.PushMatrix();
   1.374 -   modelViewMatrix.Translatev(vEarthPos);
   1.375 -   modelViewMatrix.PushMatrix(); // Save unrotated matrix for when we do the Moon
   1.376 +    modelViewMatrix.PushMatrix();
   1.377 +    modelViewMatrix.Translatev(vEarthPos);
   1.378 +    modelViewMatrix.PushMatrix(); // Save unrotated matrix for when we do the Moon
   1.379  
   1.380 -   // NOrth is up!
   1.381 -   modelViewMatrix.Rotate(-90.0f - EarthAxialTilt, 1.0f, 0.0f, 0.0f);
   1.382 -   // Rotate on the axis
   1.383 -   modelViewMatrix.Rotate(EarthRot, 0.0f, 0.0f, 1.0f);
   1.384 +    // NOrth is up!
   1.385 +    modelViewMatrix.Rotate(-90.0f - EarthAxialTilt, 1.0f, 0.0f, 0.0f);
   1.386 +    // Rotate on the axis
   1.387 +    modelViewMatrix.Rotate(EarthRot, 0.0f, 0.0f, 1.0f);
   1.388  
   1.389 -   if (polymode == GL_FILL)
   1.390 -      {
   1.391 -      glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_EARTH]);
   1.392 -      shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
   1.393 -   				   modelViewMatrix.GetMatrix(),
   1.394 -   				   transformPipeline.GetProjectionMatrix(),
   1.395 -   				   vLightTransformed,
   1.396 -   				   vWhite,
   1.397 -   				   0);
   1.398 -      }
   1.399 -   else
   1.400 -      {
   1.401 -      shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.402 -   				   transformPipeline.GetModelViewProjectionMatrix(),
   1.403 -   				   vWhite);
   1.404 +    if (polymode == GL_FILL)
   1.405 +	{
   1.406 +	glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_EARTH]);
   1.407 +	shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
   1.408 +	    modelViewMatrix.GetMatrix(),
   1.409 +	    transformPipeline.GetProjectionMatrix(),
   1.410 +	    vLightTransformed,
   1.411 +	    vWhite,
   1.412 +	    0);
   1.413 +	}
   1.414 +    else
   1.415 +	{
   1.416 +	shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.417 +	    transformPipeline.GetModelViewProjectionMatrix(),
   1.418 +	    vWhite);
   1.419  
   1.420 -      }
   1.421 -   earthBatch.Draw();
   1.422 -   modelViewMatrix.PopMatrix();
   1.423 +	}
   1.424 +    earthBatch.Draw();
   1.425 +    modelViewMatrix.PopMatrix();
   1.426  
   1.427 -   // Begin Moon
   1.428 +    // Begin Moon
   1.429   
   1.430 + 
   1.431 +    // orbit the Earth
   1.432 +    modelViewMatrix.Rotate(MoonOrbitTilt, 0.0f, 0.0f, 1.0f);
   1.433  
   1.434 -   // orbit the Earth
   1.435 -   modelViewMatrix.Rotate(MoonOrbitTilt, 0.0f, 0.0f, 1.0f);
   1.436 -   // NOrth is up!
   1.437 -   modelViewMatrix.Rotate(-90.0f - MoonAxialTilt, 0.0f, 1.0f, 0.0f);
   1.438 +    // NOrth is up!
   1.439 +    modelViewMatrix.Rotate(90.0f - MoonAxialTilt, 1.0f, 0.0f, 0.0f);
   1.440 +    modelViewMatrix.Rotate(90.0f, 0.0f, 0.0f, 1.0f);
   1.441  
   1.442 -   float MoonRot = rotTimer.GetElapsedSeconds() * MoonOrbitSpeed * 10;
   1.443 -   modelViewMatrix.Rotate(MoonRot, 0.0f, 1.0f, 0.0f);
   1.444 +    float MoonRot = rotTimer.GetElapsedSeconds() * MoonOrbitSpeed ;
   1.445 +    modelViewMatrix.Rotate(MoonRot, 0.0f, 0.0f, -1.0f);
   1.446  
   1.447 -   modelViewMatrix.Translate(0.5f, 0.0f, 0.0f);
   1.448 +    modelViewMatrix.Translate(0.0f, 0.5f, 0.0f);
   1.449  
   1.450  
   1.451 -   glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_MOON]);
   1.452 -   if (polymode == GL_FILL)
   1.453 -      {
   1.454 -      shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
   1.455 -   				   modelViewMatrix.GetMatrix(),
   1.456 -   				   transformPipeline.GetProjectionMatrix(),
   1.457 -   				   vLightTransformed,
   1.458 -   				   vWhite,
   1.459 -   				   0);
   1.460 -      }
   1.461 -   else 
   1.462 -      {
   1.463 -      shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.464 -   				   transformPipeline.GetModelViewProjectionMatrix(),
   1.465 -   				   vWhite);
   1.466 -      }
   1.467 -   moonBatch.Draw();
   1.468 -   modelViewMatrix.PopMatrix();
   1.469 +    glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_MOON]);
   1.470 +    if (polymode == GL_FILL)
   1.471 +	{
   1.472 +	shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
   1.473 +	    modelViewMatrix.GetMatrix(),
   1.474 +	    transformPipeline.GetProjectionMatrix(),
   1.475 +	    vLightTransformed,
   1.476 +	    vWhite,
   1.477 +	    0);
   1.478 +	}
   1.479 +    else 
   1.480 +	{
   1.481 +	shaderManager.UseStockShader(GLT_SHADER_FLAT,
   1.482 +	    transformPipeline.GetModelViewProjectionMatrix(),
   1.483 +	    vWhite);
   1.484 +	}
   1.485 +    moonBatch.Draw();
   1.486 +    modelViewMatrix.PopMatrix();
   1.487  
   1.488  
   1.489 -   modelViewMatrix.PopMatrix();
   1.490 -   // End Earth/Moon
   1.491 -   ////////////////////////////////
   1.492 +    modelViewMatrix.PopMatrix();
   1.493 +    // End Earth/Moon
   1.494 +    ////////////////////////////////
   1.495     
   1.496 -   }
   1.497 +    }
   1.498 +
   1.499 +////////////////////////////////////////////////////////////////////////////////
   1.500 +void load_md2(const std::string & file, GLTriangleBatch & batch)
   1.501 +    {
   1.502 +    std::string fpath(Data_Dir);
   1.503 +    fpath.append(file);
   1.504 +
   1.505 +    MD2 model(fpath);
   1.506 +    if (! model.ok)
   1.507 +	{
   1.508 +	std::cerr << "Unable to load model " << fpath << std::endl;
   1.509 +	exit(EXIT_FAILURE);
   1.510 +	}
   1.511 +
   1.512 +    batch.BeginMesh(model.header.num_verts);
   1.513 +    M3DVector3f verts[3];
   1.514 +    M3DVector3f norms[3];
   1.515 +    M3DVector2f tex_coords[3];
   1.516 +    int vi = 0;
   1.517 +    for (std::vector<GL_Triangle>::iterator it = model.triangles.begin() ; it != model.triangles.end(); ++it)
   1.518 +	{
   1.519 +
   1.520 +	for (int v=0; v<3; v++)
   1.521 +	    for (int i=0; i<3; i++)
   1.522 +		verts[v][i] = model.frames[0].verts[ (*it).vert[v] ].coord[i];
   1.523 +
   1.524 +	for (int t=0; t<3; t++)
   1.525 +	    for (int i=0; i<2; i++)
   1.526 +		tex_coords[t][i] = model.frames[0].verts[ (*it).tex[t] ].coord[i];
   1.527 +
   1.528 +	 for (int v=0; v<3; v++)
   1.529 +	     for (int i=0; i<3; i++)
   1.530 +	 	norms[v][i] = MD2::light_normals[ model.frames[0].verts[ (*it).vert[v] ].n ].coord[i];
   1.531 +
   1.532 +	// std::cout << "verts " ;
   1.533 +	// for (int v=0; v<3; v++)
   1.534 +	//     {
   1.535 +	//     for (int i=0; i<3; i++)
   1.536 +	// 	std::cout << verts[v][i] << " ";
   1.537 +	//     std::cout << "   ";
   1.538 +	//     }
   1.539 +	// std::cout << std::endl;
   1.540 +	// std::cout << "norms " ;
   1.541 +	// for (int v=0; v<3; v++)
   1.542 +	//     {
   1.543 +	//     for (int i=0; i<3; i++)
   1.544 +	// 	std::cout << norms[v][i] << " ";
   1.545 +	//     std::cout << "   ";
   1.546 +	//     }
   1.547 +	// std::cout << std::endl;
   1.548 +
   1.549 +	batch.AddTriangle(verts, norms, tex_coords);
   1.550 +	}
   1.551 +    batch.End();
   1.552 +    }
   1.553  
   1.554  ////////////////////////////////////////////////////////////////////////////////
   1.555  void RenderScene(void)
   1.556 -   {
   1.557 -   static CStopWatch rotTimer;
   1.558 -   float yRot = - rotTimer.GetElapsedSeconds() * 60.0f;
   1.559 +    {
   1.560 +    static CStopWatch rotTimer;
   1.561 +    float yRot = - rotTimer.GetElapsedSeconds() * 60.0f;
   1.562  
   1.563 -   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
   1.564 +    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
   1.565  
   1.566 -   // Begin Render
   1.567 -   modelViewMatrix.PushMatrix();
   1.568 +    // Begin Render
   1.569 +    modelViewMatrix.PushMatrix();
   1.570  
   1.571 -   // Begin Camera position
   1.572 -   static M3DMatrix44f mCamera;
   1.573 -   cameraFrame.GetCameraMatrix(mCamera);
   1.574 -   modelViewMatrix.MultMatrix(mCamera);
   1.575 -   // End Camera position
   1.576 +    // Begin Camera position
   1.577 +    static M3DMatrix44f mCamera;
   1.578 +    cameraFrame.GetCameraMatrix(mCamera);
   1.579 +    modelViewMatrix.MultMatrix(mCamera);
   1.580 +    // End Camera position
   1.581  
   1.582 -   DrawSolarSystem(yRot);
   1.583 +    DrawSolarSystem(yRot);
   1.584  
   1.585 -   // End Render
   1.586 -   modelViewMatrix.PopMatrix();
   1.587 +    // End Render
   1.588 +    modelViewMatrix.PopMatrix();
   1.589  
   1.590 -   glutSwapBuffers();
   1.591 -   glutPostRedisplay();
   1.592 -   }
   1.593 +    glutSwapBuffers();
   1.594 +    glutPostRedisplay();
   1.595 +    }
   1.596  
   1.597  ////////////////////////////////////////////////////////////////////////////////
   1.598  void SetupRC()
   1.599 -   {
   1.600 -   shaderManager.InitializeStockShaders();
   1.601 -   glEnable(GL_DEPTH_TEST);
   1.602 -   glEnable(GL_CULL_FACE);
   1.603 -   glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   1.604 +    {
   1.605 +    shaderManager.InitializeStockShaders();
   1.606 +    glEnable(GL_DEPTH_TEST);
   1.607 +    glEnable(GL_CULL_FACE);
   1.608 +    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   1.609  
   1.610 -   gltMakeSphere(jupiterBatch, 0.5f, 128, 128 );
   1.611 -   gltMakeSphere(earthBatch, 0.2f, 26, 26);
   1.612 -   gltMakeSphere(moonBatch, 0.1f, 26, 26);
   1.613 -   gltMakeSphere(sunBatch, 1.0f, 26, 26);
   1.614  
   1.615 -   glGenTextures(NUM_TEXTURES, uiTextures);
   1.616  
   1.617 -   glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_EARTH]);
   1.618 -   LoadTGATexture("../textures/earth.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.619 +    glGenTextures(NUM_TEXTURES, uiTextures);
   1.620  
   1.621 -   glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_MOON]);
   1.622 -   LoadTGATexture("../textures/moon.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.623 +    ////////////////////////////////////////
   1.624 +    // Earth
   1.625 +    gltMakeSphere(earthBatch, 0.2f, 26, 26);
   1.626 +    glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_EARTH]);
   1.627 +    LoadTGATexture("../textures/earth.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.628  
   1.629 -   glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_JUPITER]);
   1.630 -   LoadTGATexture("../textures/jupiter.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.631 +    ////////////////////////////////////////
   1.632 +    // Moon
   1.633 +    gltMakeSphere(moonBatch, 0.1f, 26, 26);
   1.634 +    glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_MOON]);
   1.635 +    LoadTGATexture("../textures/moon.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.636  
   1.637 -   glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_SUN]);
   1.638 -   LoadTGATexture("../textures/sun.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.639 +    ////////////////////////////////////////
   1.640 +    // Jupiter
   1.641 +    // gltMakeSphere(jupiterBatch, 0.5f, 128, 128 );
   1.642 +    load_md2("jupiter.md2", jupiterBatch);
   1.643 +    glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_JUPITER]);
   1.644 +    std::string f(Data_Dir);
   1.645 +    f.append("jupiter.tga");
   1.646 +    LoadTGATexture(f.c_str(), GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.647  
   1.648 -   static M3DMatrix44f mCamera;
   1.649 -   cameraFrame.GetCameraMatrix(mCamera);
   1.650 -   cameraFrame.MoveForward(-10.0);
   1.651 -//   cameraFrame.RotateWorld(15.0, 0.0f, 1.0f, 0.0f);
   1.652 -   }
   1.653 +    ////////////////////////////////////////
   1.654 +    // Sun
   1.655 +    gltMakeSphere(sunBatch, 1.0f, 26, 26);
   1.656 +    glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_SUN]);
   1.657 +    LoadTGATexture("../textures/sun.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
   1.658 +
   1.659 +    ////////////////////////////////////////
   1.660 +    // Camera
   1.661 +    static M3DMatrix44f mCamera;
   1.662 +    cameraFrame.GetCameraMatrix(mCamera);
   1.663 +    cameraFrame.MoveForward(-10.0);
   1.664 +    //cameraFrame.RotateWorld(15.0, 0.0f, 1.0f, 0.0f);
   1.665 +    }
   1.666  
   1.667  ////////////////////////////////////////////////////////////////////////////////
   1.668  void ShutDownRC(void)
   1.669 -   {
   1.670 -   glDeleteTextures(NUM_TEXTURES, uiTextures);
   1.671 -   }
   1.672 +    {
   1.673 +    glDeleteTextures(NUM_TEXTURES, uiTextures);
   1.674 +    }
   1.675  
   1.676  ////////////////////////////////////////////////////////////////////////////////
   1.677  void ChangeSize(int nWidth, int nHeight)
   1.678 -   {
   1.679 -   if (nHeight == 0)
   1.680 -      {
   1.681 -      nHeight = 1;
   1.682 -      }
   1.683 -   glViewport(0,0,nWidth, nHeight);
   1.684 -   viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
   1.685 -   projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
   1.686 -   transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
   1.687 -   }
   1.688 +    {
   1.689 +    if (nHeight == 0)
   1.690 +	{
   1.691 +	nHeight = 1;
   1.692 +	}
   1.693 +    glViewport(0,0,nWidth, nHeight);
   1.694 +    viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
   1.695 +    projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
   1.696 +    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
   1.697 +    }
   1.698  
   1.699  ////////////////////////////////////////////////////////////////////////////////
   1.700  void SpecialKeys(int key, int x, int y)
   1.701 -   {
   1.702 -   }
   1.703 +    {
   1.704 +    }
   1.705  
   1.706  ////////////////////////////////////////////////////////////////////////////////
   1.707  void KeyboardFunc(unsigned char key, int x, int y)
   1.708 -   {
   1.709 -   static int changed;
   1.710 -   static float linear = 0.1f;
   1.711 +    {
   1.712 +    static int changed;
   1.713 +    static float linear = 0.1f;
   1.714  
   1.715 -   changed = 0;
   1.716 +    changed = 0;
   1.717     
   1.718 -   if ('w' == key)
   1.719 -      {
   1.720 -      cameraFrame.MoveForward(linear);
   1.721 -      changed = 1;
   1.722 -      }
   1.723 -   else if ('W' == key)
   1.724 -      {
   1.725 -      cameraFrame.MoveForward(10*linear);
   1.726 -      changed = 1;
   1.727 -      }
   1.728 -   else if ('s' == key)
   1.729 -      {
   1.730 -      cameraFrame.MoveForward(-linear);
   1.731 -      changed = 1;
   1.732 -      }
   1.733 -   else if ('S' == key)
   1.734 -      {
   1.735 -      cameraFrame.MoveForward(-10*linear);
   1.736 -      changed = 1;
   1.737 -      }
   1.738 -   else if ('a' == key)
   1.739 -      {
   1.740 -      cameraFrame.MoveRight(linear);
   1.741 -      changed = 1;
   1.742 -      }
   1.743 -   else if ('A' == key)
   1.744 -      {
   1.745 -      cameraFrame.MoveRight(10*linear);
   1.746 -      changed = 1;
   1.747 -      }
   1.748 -   else if ('d' == key)
   1.749 -      {
   1.750 -      cameraFrame.MoveRight(-linear);
   1.751 -      changed = 1;
   1.752 -      }
   1.753 -   else if ('D' == key)
   1.754 -      {
   1.755 -      cameraFrame.MoveRight(-10*linear);
   1.756 -      changed = 1;
   1.757 -      }
   1.758 +    if ('w' == key)
   1.759 +	{
   1.760 +	cameraFrame.MoveForward(linear);
   1.761 +	changed = 1;
   1.762 +	}
   1.763 +    else if ('W' == key)
   1.764 +	{
   1.765 +	cameraFrame.MoveForward(10*linear);
   1.766 +	changed = 1;
   1.767 +	}
   1.768 +    else if ('s' == key)
   1.769 +	{
   1.770 +	cameraFrame.MoveForward(-linear);
   1.771 +	changed = 1;
   1.772 +	}
   1.773 +    else if ('S' == key)
   1.774 +	{
   1.775 +	cameraFrame.MoveForward(-10*linear);
   1.776 +	changed = 1;
   1.777 +	}
   1.778 +    else if ('a' == key)
   1.779 +	{
   1.780 +	cameraFrame.MoveRight(linear);
   1.781 +	changed = 1;
   1.782 +	}
   1.783 +    else if ('A' == key)
   1.784 +	{
   1.785 +	cameraFrame.MoveRight(10*linear);
   1.786 +	changed = 1;
   1.787 +	}
   1.788 +    else if ('d' == key)
   1.789 +	{
   1.790 +	cameraFrame.MoveRight(-linear);
   1.791 +	changed = 1;
   1.792 +	}
   1.793 +    else if ('D' == key)
   1.794 +	{
   1.795 +	cameraFrame.MoveRight(-10*linear);
   1.796 +	changed = 1;
   1.797 +	}
   1.798  
   1.799 -   else if ('q' == key)
   1.800 -      {
   1.801 -      exit(0);
   1.802 -      }
   1.803 -   else if ('f' == key)
   1.804 -      {
   1.805 -      if (fullscreen)
   1.806 -	 {
   1.807 -	 glutReshapeWindow(width, height);
   1.808 -	 fullscreen = 0;
   1.809 -	 }
   1.810 -      else
   1.811 -	 {
   1.812 - 	 width = glutGet(GLUT_WINDOW_WIDTH);
   1.813 -	 height = glutGet(GLUT_WINDOW_HEIGHT);
   1.814 -	 glutFullScreen();
   1.815 -	 fullscreen = 1;
   1.816 -	 } 
   1.817 -      }
   1.818 -   else if ('o' == key)
   1.819 -      {
   1.820 -      // 'o' for 'outline' - toggle wireframe rendering 
   1.821 -      polymode = (polymode == GL_FILL) ? GL_LINE : GL_FILL;
   1.822 -      glPolygonMode(GL_FRONT_AND_BACK, polymode);
   1.823 -      }
   1.824 -   else if ('p' == key)
   1.825 -      {
   1.826 -      // 'p' for 'print screen' - save a screenshot
   1.827 -      char filename[20];
   1.828 -      get_next_file_name(filename);
   1.829 +    else if ('q' == key)
   1.830 +	{
   1.831 +	exit(0);
   1.832 +	}
   1.833 +    else if ('f' == key)
   1.834 +	{
   1.835 +	if (fullscreen)
   1.836 +	    {
   1.837 +	    glutReshapeWindow(width, height);
   1.838 +	    fullscreen = 0;
   1.839 +	    }
   1.840 +	else
   1.841 +	    {
   1.842 +	    width = glutGet(GLUT_WINDOW_WIDTH);
   1.843 +	    height = glutGet(GLUT_WINDOW_HEIGHT);
   1.844 +	    glutFullScreen();
   1.845 +	    fullscreen = 1;
   1.846 +	    } 
   1.847 +	}
   1.848 +    else if ('o' == key)
   1.849 +	{
   1.850 +	// 'o' for 'outline' - toggle wireframe rendering 
   1.851 +	polymode = (polymode == GL_FILL) ? GL_LINE : GL_FILL;
   1.852 +	glPolygonMode(GL_FRONT_AND_BACK, polymode);
   1.853 +	}
   1.854 +    else if ('p' == key)
   1.855 +	{
   1.856 +	// 'p' for 'print screen' - save a screenshot
   1.857 +	char filename[20];
   1.858 +	get_next_file_name(filename);
   1.859        
   1.860 -      gltGrabScreenTGA(filename);
   1.861 -      }
   1.862 +	gltGrabScreenTGA(filename);
   1.863 +	}
   1.864  
   1.865 -   if (changed)
   1.866 -      {
   1.867 -      glutPostRedisplay();
   1.868 -      }
   1.869 -   }
   1.870 +    if (changed)
   1.871 +	{
   1.872 +	glutPostRedisplay();
   1.873 +	}
   1.874 +    }
   1.875  
   1.876  ////////////////////////////////////////////////////////////////////////////////
   1.877  void MouseMotionFunc (int x, int y)
   1.878 -   {
   1.879 -   static float angular = (float) m3dDegToRad(0.5f);
   1.880 -   static int xx = -1;
   1.881 -   static int yy = -1;
   1.882 +    {
   1.883 +    static float angular = (float) m3dDegToRad(0.5f);
   1.884 +    static int xx = -1;
   1.885 +    static int yy = -1;
   1.886  
   1.887 -   if (-1 == xx)
   1.888 -      {
   1.889 -      xx = x;
   1.890 -      yy = y;
   1.891 -      }
   1.892 +    if (-1 == xx)
   1.893 +	{
   1.894 +	xx = x;
   1.895 +	yy = y;
   1.896 +	}
   1.897  
   1.898 -   if ((0 == x) || (x < xx))
   1.899 -      {
   1.900 -      cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
   1.901 -      glutPostRedisplay();
   1.902 -      }
   1.903 -   else if ((x == glutGet(GLUT_WINDOW_WIDTH) -1) || (x > xx))
   1.904 -      {
   1.905 -      cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
   1.906 -      glutPostRedisplay();
   1.907 -      }
   1.908 -   // Hmm.  Need to transform normal vector, don't I?
   1.909 -   // if ((0 == y) || (y < yy))
   1.910 -   //    {
   1.911 -   //    cameraFrame.RotateWorld(angular, 1.0f, 0.0f, 0.0f);
   1.912 -   //    }
   1.913 -   // else if ((y == glutGet(GLUT_WINDOW_HEIGHT) -1) || (y > yy))
   1.914 -   //    {
   1.915 -   //    cameraFrame.RotateWorld(-angular, 1.0f, 0.0f, 0.0f);
   1.916 -   //    }
   1.917 +    if ((0 == x) || (x < xx))
   1.918 +	{
   1.919 +	cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
   1.920 +	glutPostRedisplay();
   1.921 +	}
   1.922 +    else if ((x == glutGet(GLUT_WINDOW_WIDTH) -1) || (x > xx))
   1.923 +	{
   1.924 +	cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
   1.925 +	glutPostRedisplay();
   1.926 +	}
   1.927 +    // Hmm.  Need to transform normal vector, don't I?
   1.928 +    // if ((0 == y) || (y < yy))
   1.929 +    //    {
   1.930 +    //    cameraFrame.RotateWorld(angular, 1.0f, 0.0f, 0.0f);
   1.931 +    //    }
   1.932 +    // else if ((y == glutGet(GLUT_WINDOW_HEIGHT) -1) || (y > yy))
   1.933 +    //    {
   1.934 +    //    cameraFrame.RotateWorld(-angular, 1.0f, 0.0f, 0.0f);
   1.935 +    //    }
   1.936  
   1.937 -   xx = x; 
   1.938 -   yy = y;
   1.939 -   }
   1.940 +    xx = x; 
   1.941 +    yy = y;
   1.942 +    }
   1.943  
   1.944  ////////////////////////////////////////////////////////////////////////////////
   1.945  int main (int argc, char * argv[])
   1.946 -   {
   1.947 -   gltSetWorkingDirectory(argv[0]);
   1.948 -   glutInit(&argc, argv);
   1.949 -   glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
   1.950 -   glutInitWindowSize(800, 600);
   1.951 -   glutCreateWindow("OpenGL SphereWorld");
   1.952 +    {
   1.953 +    gltSetWorkingDirectory(argv[0]);
   1.954 +    glutInit(&argc, argv);
   1.955 +    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
   1.956 +    glutInitWindowSize(800, 600);
   1.957 +    glutCreateWindow("OpenGL Solar System");
   1.958  
   1.959 -   glutReshapeFunc(ChangeSize);
   1.960 -   glutDisplayFunc(RenderScene);
   1.961 -   glutSpecialFunc(SpecialKeys);
   1.962 -   glutKeyboardFunc(KeyboardFunc);
   1.963 -   glutMotionFunc(MouseMotionFunc);
   1.964 -   glutPassiveMotionFunc(MouseMotionFunc);
   1.965 -   glutSetCursor(GLUT_CURSOR_NONE);
   1.966 +    glutReshapeFunc(ChangeSize);
   1.967 +    glutDisplayFunc(RenderScene);
   1.968 +    glutSpecialFunc(SpecialKeys);
   1.969 +    glutKeyboardFunc(KeyboardFunc);
   1.970 +    glutMotionFunc(MouseMotionFunc);
   1.971 +    glutPassiveMotionFunc(MouseMotionFunc);
   1.972 +    glutSetCursor(GLUT_CURSOR_NONE);
   1.973  
   1.974 -   GLenum err = glewInit();
   1.975 -   if (GLEW_OK != err)
   1.976 -      {
   1.977 -      fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
   1.978 -      return 1;
   1.979 -      }
   1.980 +    GLenum err = glewInit();
   1.981 +    if (GLEW_OK != err)
   1.982 +	{
   1.983 +	fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
   1.984 +	return 1;
   1.985 +	}
   1.986  
   1.987 -   // This enabled vertical sync on Linux
   1.988 -   // For full generality I should use Glew and check what OS I'm on.
   1.989 -   // Note that the ATI Catalyst driver exports the WGL_EXT_swap_control
   1.990 -   // extension name instead of SGI_swap_control as it should.
   1.991 -   // but nonetheless the actual function provided is glXSwapIntervalSGI
   1.992 +    // This enabled vertical sync on Linux
   1.993 +    // For full generality I should use Glew and check what OS I'm on.
   1.994 +    // Note that the ATI Catalyst driver exports the WGL_EXT_swap_control
   1.995 +    // extension name instead of SGI_swap_control as it should.
   1.996 +    // but nonetheless the actual function provided is glXSwapIntervalSGI
   1.997  
   1.998 -   PFNGLXSWAPINTERVALSGIPROC SwapInterval;
   1.999 -   SwapInterval = (PFNGLXSWAPINTERVALSGIPROC)glXGetProcAddress((const GLubyte*)"glXSwapIntervalSGI");
  1.1000 +    PFNGLXSWAPINTERVALSGIPROC SwapInterval;
  1.1001 +    SwapInterval = (PFNGLXSWAPINTERVALSGIPROC)glXGetProcAddress((const GLubyte*)"glXSwapIntervalSGI");
  1.1002  
  1.1003 -   if (SwapInterval)
  1.1004 -      SwapInterval(1);
  1.1005 +    if (SwapInterval)
  1.1006 +	SwapInterval(1);
  1.1007  
  1.1008 -   SetupRC();
  1.1009 -   glutMainLoop();
  1.1010 -   ShutDownRC();
  1.1011 +    SetupRC();
  1.1012 +    glutMainLoop();
  1.1013 +    ShutDownRC();
  1.1014  
  1.1015 -   return 0;
  1.1016 -   }
  1.1017 +    return 0;
  1.1018 +    }
  1.1019  
  1.1020  
  1.1021