git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@32394 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			263 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			263 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/////////////////////////////////////////////////////////////////////////////
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// Name:        penguin.cpp
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// Purpose:     wxGLCanvas demo program
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// Author:      Robert Roebling
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// Modified by:
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// Created:     04/01/98
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// RCS-ID:      $Id$
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// Copyright:   (c) Robert Roebling
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// Licence:     wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifdef __GNUG__
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#pragma implementation
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#pragma interface
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#endif
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// For compilers that support precompilation, includes "wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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#if !wxUSE_GLCANVAS
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    #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
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#endif
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#include "penguin.h"
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#ifdef __WXMAC__
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#  ifdef __DARWIN__
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#    include <OpenGL/glu.h>
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#  else
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#    include <glu.h>
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#  endif
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#else
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#  include <GL/glu.h>
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#endif
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#include "../../sample.xpm"
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#define VIEW_ASPECT 1.3
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// `Main program' equivalent, creating windows and returning main app frame
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bool MyApp::OnInit()
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{
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    // Create the main frame window
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    MyFrame *frame = new MyFrame(NULL, wxT("wxWidgets OpenGL Penguin Sample"),
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        wxDefaultPosition, wxDefaultSize);
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    /* Make a menubar */
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    wxMenu *fileMenu = new wxMenu;
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    fileMenu->Append(wxID_EXIT, wxT("E&xit"));
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    wxMenuBar *menuBar = new wxMenuBar;
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    menuBar->Append(fileMenu, wxT("&File"));
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    frame->SetMenuBar(menuBar);
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    frame->SetCanvas( new TestGLCanvas(frame, wxID_ANY, wxDefaultPosition,
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        wxSize(200, 200), wxSUNKEN_BORDER) );
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    /* Load file wiht mesh data */
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    frame->GetCanvas()->LoadLWO( wxT("penguin.lwo") );
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    /* Show the frame */
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    frame->Show(true);
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    return true;
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}
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IMPLEMENT_APP(MyApp)
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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    EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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END_EVENT_TABLE()
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/* My frame constructor */
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MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
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    const wxSize& size, long style)
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    : wxFrame(frame, wxID_ANY, title, pos, size, style)
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{
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    m_canvas = NULL;
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    SetIcon(wxIcon(sample_xpm));
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}
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/* Intercept menu commands */
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void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
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{
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    // true is to force the frame to close
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    Close(true);
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}
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BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
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    EVT_SIZE(TestGLCanvas::OnSize)
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    EVT_PAINT(TestGLCanvas::OnPaint)
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    EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
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    EVT_MOUSE_EVENTS(TestGLCanvas::OnMouse)
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END_EVENT_TABLE()
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TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id,
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    const wxPoint& pos, const wxSize& size, long style, const wxString& name)
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    : wxGLCanvas(parent, id, pos, size, style|wxFULL_REPAINT_ON_RESIZE, name)
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{
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    block = false;
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}
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TestGLCanvas::~TestGLCanvas()
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{
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    /* destroy mesh */
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    lw_object_free(info.lwobject);
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}
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void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
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{
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    /* must always be here */
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    wxPaintDC dc(this);
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#ifndef __WXMOTIF__
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    if (!GetContext()) return;
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#endif
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    SetCurrent();
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    // Initialize OpenGL
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    if (info.do_init)
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    {
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        InitGL();
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        info.do_init = false;
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    }
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    // View
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    glMatrixMode( GL_PROJECTION );
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    glLoadIdentity();
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    gluPerspective( info.zoom, VIEW_ASPECT, 1.0, 100.0 );
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    glMatrixMode( GL_MODELVIEW );
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    // Clear
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    glClearColor( 0.3f, 0.4f, 0.6f, 1.0f );
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    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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    // Transformations
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    GLfloat m[4][4];
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    glLoadIdentity();
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    glTranslatef( 0.0f, 0.0f, -30.0f );
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    build_rotmatrix( m,info.quat );
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    glMultMatrixf( &m[0][0] );
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    // Draw object
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    lw_object_show( info.lwobject );
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    // Flush
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    glFlush();
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    // Swap
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    SwapBuffers();
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}
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void TestGLCanvas::OnSize(wxSizeEvent& event)
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{
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    // this is also necessary to update the context on some platforms
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    wxGLCanvas::OnSize(event);
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    // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
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    int w, h;
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    GetClientSize(&w, &h);
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#ifndef __WXMOTIF__
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    if ( GetContext() )
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#endif
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    {
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        SetCurrent();
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        glViewport(0, 0, (GLint) w, (GLint) h);
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    }
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}
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void TestGLCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event))
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{
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    /* Do nothing, to avoid flashing on MSW */
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}
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void TestGLCanvas::LoadLWO(const wxString &filename)
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{
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    /* test if lightwave object */
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    if (!lw_is_lwobject(filename.mb_str())) return;
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    /* read lightwave object */
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    lwObject *lwobject = lw_object_read(filename.mb_str());
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    /* scale */
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    lw_object_scale(lwobject, 10.0 / lw_object_radius(lwobject));
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    /* set up mesh info */
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    info.do_init = true;
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    info.lwobject = lwobject;
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    info.beginx = 0.0f;
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    info.beginy = 0.0f;
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    info.zoom   = 45.0f;
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    trackball( info.quat, 0.0f, 0.0f, 0.0f, 0.0f );
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}
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void TestGLCanvas::OnMouse( wxMouseEvent& event )
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{
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    if ( event.Dragging() )
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    {
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        wxSize sz( GetClientSize() );
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        /* drag in progress, simulate trackball */
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        float spin_quat[4];
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        trackball(spin_quat,
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            (2.0*info.beginx -       sz.x) / sz.x,
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            (     sz.y - 2.0*info.beginy) / sz.y,
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            (     2.0*event.GetX() - sz.x) / sz.x,
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            (    sz.y - 2.0*event.GetY()) / sz.y);
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        add_quats( spin_quat, info.quat, info.quat );
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        /* orientation has changed, redraw mesh */
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        Refresh(false);
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    }
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    info.beginx = event.GetX();
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    info.beginy = event.GetY();
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}
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void TestGLCanvas::InitGL()
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{
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    static const GLfloat light0_pos[4]   = { -50.0f, 50.0f, 0.0f, 0.0f };
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    // white light
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    static const GLfloat light0_color[4] = { 0.6f, 0.6f, 0.6f, 1.0f };
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    static const GLfloat light1_pos[4]   = {  50.0f, 50.0f, 0.0f, 0.0f };
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    // cold blue light
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    static const GLfloat light1_color[4] = { 0.4f, 0.4f, 1.0f, 1.0f };
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    /* remove back faces */
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    glDisable(GL_CULL_FACE);
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    glEnable(GL_DEPTH_TEST);
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    /* speedups */
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    glEnable(GL_DITHER);
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    glShadeModel(GL_SMOOTH);
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    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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    glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
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    /* light */
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    glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
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    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light0_color);
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    glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
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    glLightfv(GL_LIGHT1, GL_DIFFUSE,  light1_color);
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    glEnable(GL_LIGHT0);
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    glEnable(GL_LIGHT1);
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    glEnable(GL_LIGHTING);
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    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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    glEnable(GL_COLOR_MATERIAL);
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}
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