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#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <zoom/init.h>
#include <zoom/texture.h>
#include <zoom/level.h>

LEVEL level;
GLuint sphere;
GLuint meditex_blue;
LIGHT light = {LIGHT_POINT, {1.0, 1.0, 1.0}, {0.0, 0.0, 0.0}};

extern TEXLIST *texlist;

int InitGame() {
	//GLfloat mat_ambient_and_diffuse[] = { 0.5, 0.5, 0.5, 1.0};
	glViewport(0, 0, 640, 480);
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(50.0, 640.0/480.0, 0.1, 1000.0);
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	
	glShadeModel(GL_SMOOTH);
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glClearDepth(1.0);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
	
	glEnable(GL_CULL_FACE);
	glFrontFace(GL_CCW);
	
	//glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_and_diffuse);
	
	glDisable(GL_LIGHTING);
	//glEnable(GL_LIGHT0);
	
	meditex_blue = LoadTexture("medib.tex");
	
	glActiveTexture(GL_TEXTURE0);
	
	glBindTexture(GL_TEXTURE_2D, LoadTexture("lightmap.tex"));
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	
	glActiveTexture(GL_TEXTURE1);
	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	
	GLUquadricObj *quadric = gluNewQuadric();
	gluQuadricDrawStyle(quadric, GLU_FILL);
	gluQuadricTexture(quadric, GL_TRUE);
	
	LoadLevel("level2.lvl", &level);
	
	sphere = glGenLists(1);
	glNewList(sphere, GL_COMPILE);
	glRotatef(90, 1.0, 0.0, 0.0);
	gluSphere(quadric, 1.0, 24, 24);
	glEndList();
	
	gluDeleteQuadric(quadric);
	
	return 1;
}

void UninitGame() {
	FreeLevel(&level);
	free(texlist);
}