+ static const GLfloat ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
+ static const GLfloat diffuse[4] = {0.5f, 1.0f, 1.0f, 1.0f};
+ static const GLfloat position0[4] = {0.0f, 0.0f, 20.0f, 0.0f};
+ static const GLfloat position1[4] = {0.0f, 0.0f, -20.0f, 0.0f};
+ static const GLfloat front_mat_shininess[1] = {60.0f};
+ static const GLfloat front_mat_specular[4] = {0.2f, 0.2f, 0.2f, 1.0f};
+ static const GLfloat front_mat_diffuse[4] = {0.5f, 0.28f, 0.38f, 1.0f};
+ /*
+ static const GLfloat back_mat_shininess[1] = {60.0f};
+ static const GLfloat back_mat_specular[4] = {0.5f, 0.5f, 0.2f, 1.0f};
+ static const GLfloat back_mat_diffuse[4] = {1.0f, 1.0f, 0.2f, 1.0f};
+ */
+ static const GLfloat lmodel_ambient[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const GLfloat lmodel_twoside[1] = {GL_FALSE};
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glEnable(GL_LIGHT0);
+
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glEnable(GL_LIGHT1);
+
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glEnable(GL_LIGHTING);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
+}
+
+void TestGLCanvas::InitGL()
+{
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_DEPTH_TEST);
+
+ InitMaterials();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -6.0 );
+
+ if (g_use_vertex_arrays)
+ {
+ glVertexPointer( 3, GL_FLOAT, 0, m_verts );
+ glNormalPointer( GL_FLOAT, 0, m_norms );
+ glEnable( GL_VERTEX_ARRAY );
+ glEnable( GL_NORMAL_ARRAY );
+ }