7 // Set the clear colour to black
8 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
10 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
11 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
12 GLfloat light0_specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
13 GLfloat light0_position[] = {0.0f, 0.0f, 10.0f, 1.0f};
15 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
16 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
17 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
18 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
20 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
21 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
22 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.001f);
24 texImage = readTga("out/assets/wall01side.tga");
25 glTexImage2D(GL_TEXTURE_2D,
27 texImage->imageComponents,
28 texImage->header.imageWidth,
29 texImage->header.imageHeight,
31 texImage->imageFormat,
34 free(texImage->bytes);
36 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
37 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
38 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
41 void resizeStage(GLsizei width, GLsizei height) {
45 // Set device viewport dimensions
46 glViewport(0, 0, width, height);
47 // Switch to projection matrix
48 glMatrixMode(GL_PROJECTION);
49 // Reset the projection matrix
52 GLfloat aspectRatio = (GLfloat) width / (GLfloat) height;
54 glOrtho(-10.0, 10.0, -10.0/aspectRatio, 10.0/aspectRatio, 128.0, -128.0);
56 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
57 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
59 glMatrixMode(GL_MODELVIEW);