-#include <GL/gl.h>
-
-void initRender() {
- // Set the clear colour to black
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
-
- GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
- GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
- GLfloat light0_specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
- GLfloat light0_position[] = {5.0f, 10.0f, 10.0f, 1.0f};
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
- glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
- glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
-
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
- glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.001f);
-}
-
-void resizeStage(GLsizei width, GLsizei height) {
- if (height == 0)
- height = 1;
-
- // Set device viewport dimensions
- glViewport(0, 0, width, height);
- // Switch to projection matrix
- glMatrixMode(GL_PROJECTION);
- // Reset the projection matrix
- glLoadIdentity();
-
- GLfloat aspectRatio = (GLfloat) width / (GLfloat) height;
-
- glOrtho(-8.0, 8.0, -8.0/aspectRatio, 8.0/aspectRatio, 128.0, -128.0);
-
- glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
- glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
-
- glMatrixMode(GL_MODELVIEW);
-}