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#include "gel_gl.h"
#include "draw.h"

using namespace CGLA;
using namespace std;

namespace 
{
void set_material(const Geometry::Material& material)
{
                if(material.tex_id >=0)
                        {
                                glEnable(GL_TEXTURE_2D);
                                glBindTexture(GL_TEXTURE_2D, material.tex_id);
                                glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
                        }
                else
                        glDisable(GL_TEXTURE_2D);

    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
}

}

void draw(const Geometry::TriMesh& tm)
{
    int old_mat_idx = -1;
    glBegin(GL_TRIANGLES);
    for(int i=0;i<tm.geometry.no_faces();i++)
    {
        if(tm.mat_idx[i] != old_mat_idx)
        {
            glEnd();
            set_material(tm.materials[tm.mat_idx[i]]);
            glBegin(GL_TRIANGLES);
            old_mat_idx = tm.mat_idx[i];
        }
        Vec3i n_face = tm.normals.face(i);
        Vec3i g_face = tm.geometry.face(i);
        Vec3i t_face = tm.texcoords.face(i);
        for(int j=0;j<3;j++)
        {
            if(n_face != Geometry::NULL_FACE)
            {
                Vec3f norm = tm.normals.vertex(n_face[j]);
                glNormal3fv(norm.get());
            }
            if(t_face != Geometry::NULL_FACE)
            {
                Vec3f texc = tm.texcoords.vertex(t_face[j]);
                glTexCoord2fv(texc.get());
            }
            Vec3f vert = tm.geometry.vertex(g_face[j]);
            glVertex3fv(vert.get());
        }
    }
    glEnd();
    glDisable(GL_TEXTURE_2D);
}