git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@20494 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			252 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			252 lines
		
	
	
		
			6.0 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 Please set wxUSE_GLCANVAS to 1 in setup.h.
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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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#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("wxWindows OpenGL Demo"), wxPoint(50, 50), wxSize(400, 300));
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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, -1, wxPoint(0, 0), 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, -1, title, pos, size, style)
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{
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    m_canvas = NULL;
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}
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/* Intercept menu commands */
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void MyFrame::OnExit(wxCommandEvent& event)
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{
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    Destroy();
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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, name)
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{
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   block = FALSE;
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}
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TestGLCanvas::~TestGLCanvas(void)
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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& 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 == TRUE) 
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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, 100 );
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    glMatrixMode( GL_MODELVIEW );
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    /* clear */
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    glClearColor( .3, .4, .6, 1 );
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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, 0, -30 );
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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& 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;
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    info.beginy = 0;
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    info.zoom   = 45;
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    trackball( info.quat, 0.0, 0.0, 0.0, 0.0 );
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}
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void TestGLCanvas::OnMouse( wxMouseEvent& event )
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{
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    wxSize sz(GetClientSize());
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    if (event.Dragging())
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    {
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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(void)
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{
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    GLfloat light0_pos[4]   = { -50.0, 50.0, 0.0, 0.0 };
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    GLfloat light0_color[4] = { .6, .6, .6, 1.0 }; /* white light */
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    GLfloat light1_pos[4]   = {  50.0, 50.0, 0.0, 0.0 };
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    GLfloat light1_color[4] = { .4, .4, 1, 1.0 };  /* cold blue light */
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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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