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authorMatt Turner <mattst88@gmail.com>2007-07-09 15:16:20 +0000
committerMatt Turner <mattst88@gmail.com>2007-07-09 15:16:20 +0000
commit78002dcadcad1317a22277684e7f5675f568038c (patch)
tree59ec0d0e86e24229545b659c1839238cd0794279
parentc8f218776cfed976f0a1c92807572f255f392577 (diff)
Implemented collision detection. Fixed paddle positions.
git-svn-id: svn://mattst88.com/svn/glpong3d/trunk@17 4dd1920e-271a-0410-bca0-81b404a81564
-rw-r--r--glpong3d.c881
-rw-r--r--glpong3d.h114
-rw-r--r--paddle-skyos-red.pngbin0 -> 57187 bytes
3 files changed, 556 insertions, 439 deletions
diff --git a/glpong3d.c b/glpong3d.c
index e3b1486..a02a17f 100644
--- a/glpong3d.c
+++ b/glpong3d.c
@@ -1,30 +1,30 @@
-#include <stdio.h>
-#include <stdlib.h>
-#include <time.h>
-
-#include "SDL.h"
-#include "SDL_opengl.h"
-#include "SDL_image.h"
-#include "SDL_net.h"
-#include <GL/glc.h>
-
-#include "glpong3d.h"
-
-GLuint box;
-
-int main(int argc, char * argv[]) {
- clock_t start;
- unsigned int frames = 0;
- if (argc) {
- if (argv) {}
- }
-
+#include <stdio.h>
+#include <stdlib.h>
+#include <time.h>
+
+#include "SDL.h"
+#include "SDL_opengl.h"
+#include "SDL_image.h"
+#include "SDL_net.h"
+#include <GL/glc.h>
+
+#include "glpong3d.h"
+
+GLuint box;
+
+int main(int argc, char * argv[]) {
+ clock_t start;
+ unsigned int frames = 0;
+ if (argc) {
+ if (argv) {}
+ }
+
GLPong_Init();
+
+ start = SDL_GetTicks();
- start = SDL_GetTicks();
-
- while ( !GLPong.done ) {
- GLPong_HandleEvents();
+ while ( !GLPong.done ) {
+ GLPong_HandleEvents();
GLPong_Move();
GLPong_Draw();
frames++;
@@ -33,367 +33,482 @@ int main(int argc, char * argv[]) {
frames = 0;
start = SDL_GetTicks();
}
- printf("frames: %u, fps: %f\n", frames, GLPong.fps);
+/* printf("frames: %u, fps: %f\n", frames, GLPong.fps);*/
SDL_Delay(10);
- }
- GLPong_CleanUp();
-
- return 0;
-}
-
-void GLPong_Init() {
- SDL_Surface * temp = NULL;
- int i;
- int count;
-
- GLPong.done = 0;
-
- GLPong.w = 800;
- GLPong.h = 600;
-
- GLPong.Ball.w = 0.5f;
- GLPong.Ball.h = 0.5f;
- GLPong.Ball.x = -(GLPong.Ball.w / 2);
- GLPong.Ball.y = -(GLPong.Ball.h / 2);
- GLPong.Ball.z = -3.0f;
- GLPong.Ball.r = 1.0f;
- GLPong.Ball.g = 1.0f;
- GLPong.Ball.b = 1.0f;
- GLPong.Ball.xv = 0.02f;
- GLPong.Ball.yv = 0.01f;
- GLPong.Ball.zv = -0.03f;
-
- GLPong.Front.w = 0.66f;
- GLPong.Front.h = 0.5f;
- GLPong.Front.x = -(GLPong.Front.w / 2);
- GLPong.Front.y = -(GLPong.Front.h / 2);
- GLPong.Front.z = -3.0f;
- GLPong.Front.r = 1.0f;
- GLPong.Front.g = 1.0f;
- GLPong.Front.b = 1.0f;
-
- GLPong.Back.w = 0.66f;
- GLPong.Back.h = 0.5f;
- GLPong.Back.x = -(GLPong.Front.w / 2);
- GLPong.Back.y = -(GLPong.Front.h / 2);
- GLPong.Back.z = -9.0f;
- GLPong.Back.r = 1.0f;
- GLPong.Back.g = 1.0f;
- GLPong.Back.b = 1.0f;
-
- SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
- atexit(SDL_Quit);
-
- GLPong.GLC.context = glcGenContext();
- glcContext(GLPong.GLC.context);
-#ifdef _WIN32
- glcAppendCatalog("C:\\WINDOWS\\Fonts");
-#endif
- count = glcGeti(GLC_CATALOG_COUNT);
- for (i = 0; i < count; i++) {
- printf("%s\n", (char *)glcGetListc(GLC_CATALOG_LIST, i));
- }
-
- GLPong.GLC.font = glcGenFontID();
- glcNewFontFromFamily(GLPong.GLC.font, "DejaVu Sans");
- glcFontFace(GLPong.GLC.font, "Normal");
- glcRenderStyle(GLC_TEXTURE);
- glcFont(GLPong.GLC.font);
-
- SDLNet_Init();
- atexit(SDLNet_Quit);
-
- SDL_WM_SetCaption("glpong3d", "glpong3d");
- /*temp = IMG_Load("ball.png");
- SDL_WM_SetIcon(temp, NULL);
- SDL_FreeSurface(temp);*/
-
+ }
+ GLPong_CleanUp();
+
+ return 0;
+}
+
+void GLPong_Init() {
+ SDL_Surface * temp = NULL;
+ int i;
+ int count;
+
+ GLPong.done = 0;
+
+ GLPong.w = 800;
+ GLPong.h = 600;
+
+ GLPong.Ball.w = 0.5f;
+ GLPong.Ball.h = 0.5f;
+ GLPong.Ball.x = -(GLPong.Ball.w / 2);
+ GLPong.Ball.y = -(GLPong.Ball.h / 2);
+ GLPong.Ball.z = -3.0f;
+ GLPong.Ball.r = 1.0f;
+ GLPong.Ball.g = 0.0f;
+ GLPong.Ball.b = 0.0f;
+ GLPong.Ball.xv = 0.02f;
+ GLPong.Ball.yv = 0.01f;
+ GLPong.Ball.zv = -0.05f;
+
+ GLPong.Front.w = 0.66f;
+ GLPong.Front.h = 0.5f;
+ GLPong.Front.x = -1.0f;
+ GLPong.Front.y = -1.0f;
+ GLPong.Front.z = -3.0f;
+ GLPong.Front.r = 1.0f;
+ GLPong.Front.g = 1.0f;
+ GLPong.Front.b = 1.0f;
+
+ GLPong.Back.w = 0.66f;
+ GLPong.Back.h = 0.5f;
+ GLPong.Back.x = -(GLPong.Front.w / 2);
+ GLPong.Back.y = -(GLPong.Front.h / 2);
+ GLPong.Back.z = -9.0f;
+ GLPong.Back.r = 1.0f;
+ GLPong.Back.g = 1.0f;
+ GLPong.Back.b = 1.0f;
+
+ SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
+ atexit(SDL_Quit);
+
+ GLPong.GLC.context = glcGenContext();
+ glcContext(GLPong.GLC.context);
+#ifdef _WIN32
+ glcAppendCatalog("C:\\WINDOWS\\Fonts");
+#endif
+ count = glcGeti(GLC_CATALOG_COUNT);
+ for (i = 0; i < count; i++) {
+ printf("%s\n", (char *)glcGetListc(GLC_CATALOG_LIST, i));
+ }
+
+ GLPong.GLC.font = glcGenFontID();
+ glcNewFontFromFamily(GLPong.GLC.font, "DejaVu Sans");
+ glcFontFace(GLPong.GLC.font, "Normal");
+ glcRenderStyle(GLC_TEXTURE);
+ glcFont(GLPong.GLC.font);
+
+ SDLNet_Init();
+ atexit(SDLNet_Quit);
+
+ SDL_WM_SetCaption("glpong3d", "glpong3d");
+ /*temp = IMG_Load("ball.png");
+ SDL_WM_SetIcon(temp, NULL);
+ SDL_FreeSurface(temp);*/
+
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
- GLPong.Surface = SDL_SetVideoMode(GLPong.w, GLPong.h, 32, SDL_OPENGL);
- glViewport(0, 0, GLPong.w, GLPong.h);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(45.0f, GLPong.w / GLPong.h, 0.1f, 50.0f);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glShadeModel(GL_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDepthFunc(GL_LEQUAL);
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
-
- GLPong.Event.type = SDL_NOEVENT;
-
- printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
- printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
- printf("OpenGL Version: %s\n", glGetString(GL_VERSION));
- printf("OpenGL Extensions: %s\n", glGetString(GL_EXTENSIONS));
-
- temp = IMG_Load("background.jpg");
- if (temp != NULL) {
- background = SDL_GL_SurfaceToTexture(temp);
- SDL_FreeSurface(temp);
- }
- temp = IMG_Load("ball.png");
- ball_texture = SDL_GL_SurfaceToTexture(temp);
- SDL_FreeSurface(temp);
- temp = IMG_Load("paddle-skyos.png");
- paddle_texture = SDL_GL_SurfaceToTexture(temp);
- SDL_FreeSurface(temp);
-
- box = glGenLists(1);
- glNewList(box, GL_COMPILE);
- glBegin(GL_LINE_LOOP);
- glVertex3f(-1.5f, -1.0f, 0.0f); /* Lower Left */
- glVertex3f( 1.5f, -1.0f, 0.0f); /* Lower Right */
- glVertex3f( 1.5f, 1.0f, 0.0f); /* Upper Right */
- glVertex3f(-1.5f, 1.0f, 0.0f); /* Upper Left */
- glEnd();
- glEndList();
-}
-
-void GLPong_HandleEvents() {
- Uint8 * key;
- int x = 0, y = 0;
- if (SDL_PollEvent(&GLPong.Event) != 0) {
- if (GLPong.Event.type == SDL_QUIT) {
- GLPong.done = 1;
- return;
- }
- if (GLPong.Event.type == SDL_KEYDOWN) {
- if (GLPong.Event.key.keysym.sym == SDLK_ESCAPE) {
- GLPong.done = 1;
- return;
- }
- }
- }
- key = SDL_GetKeyState(NULL);
- SDL_GetMouseState(&x, &y);
- GLPong.Mouse.x = ((float) x / GLPong.w) * 3.3f - 1.65f;
- if (GLPong.Mouse.x <= -1.5 + (GLPong.Front.w / 2))
- GLPong.Mouse.x = -1.5 + (GLPong.Front.w / 2);
- else if (GLPong.Mouse.x >= 1.5 - (GLPong.Front.w / 2))
- GLPong.Mouse.x = 1.5 - (GLPong.Front.w / 2);
- GLPong.Mouse.y = ((float) y / GLPong.h) * 2.5f - 1.25f;
- if (GLPong.Mouse.y <= -1.0 + (GLPong.Front.h / 2))
- GLPong.Mouse.y = -1.0 + (GLPong.Front.h / 2);
- else if (GLPong.Mouse.y >= 1.0 - (GLPong.Front.h / 2))
- GLPong.Mouse.y = 1.0 - (GLPong.Front.h / 2);
- /*printf("SDL x,y: %d,%d; OpenGL x,y: %f,%f\n", x, y, GLPong.Mouse.x, GLPong.Mouse.y);*/
-}
-
-void GLPong_Move() {
- GLPong.Ball.x += GLPong.Ball.xv;
- GLPong.Ball.y += GLPong.Ball.yv;
- GLPong.Ball.z += GLPong.Ball.zv;
- if ((GLPong.Ball.x > 1.0f) || (GLPong.Ball.x + GLPong.Ball.w < -1.0f)) {
- GLPong.Ball.xv = -GLPong.Ball.xv;
- }
- if ((GLPong.Ball.y > 0.5f) || (GLPong.Ball.y + GLPong.Ball.h < -0.5f)) {
- GLPong.Ball.yv = -GLPong.Ball.yv;
- }
- if ((GLPong.Ball.z < -9.0f) || (GLPong.Ball.z > -3.0f)) {
- GLPong.Ball.zv = -GLPong.Ball.zv;
- }
-}
-
-void GLPong_Draw() {
- char buffer[10];
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glLoadIdentity();
- if (background) {
- glBindTexture(GL_TEXTURE_2D, background);
- glEnable(GL_TEXTURE_2D);
- } else {
- glColor3f(0.0f, 0.0f, 0.0f);
- }
- glTranslatef(0.0f, 0.0f, -9.0f);
- glBegin(GL_QUADS);
- glTexCoord2f(0.875f, 0.0f); glVertex2f( 1.5f, 1.0f); /* Upper Right */
- glTexCoord2f(0.125f, 0.0f); glVertex2f(-1.5f, 1.0f); /* Upper Left */
- glTexCoord2f(0.125f, 1.0f); glVertex2f(-1.5f, -1.0f); /* Lower Left */
- glTexCoord2f(0.875f, 1.0f); glVertex2f( 1.5f, -1.0f); /* Lower Right */
- glEnd();
- glDisable(GL_TEXTURE_2D);
-
- glLoadIdentity();
- glColor3f(0.0f, 1.0f, 0.0f);
-
- glTranslatef(0.0f, 0.0f, -3.0f);
- glCallList(box);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -4.0f);
- glCallList(box);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -5.0f);
- glCallList(box);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -6.0f);
- glCallList(box);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -7.0f);
- glCallList(box);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -8.0f);
- glCallList(box);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -9.0f);
- glCallList(box);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, 0.0f);
- glBegin(GL_LINES);
- glVertex3f(-1.5f, -1.0f, -3.0f); /* Lower Left */
- glVertex3f(-1.5f, -1.0f, -9.0f);
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3f( 1.5f, -1.0f, -3.0f); /* Lower Right */
- glVertex3f( 1.5f, -1.0f, -9.0f);
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3f( 1.5f, 1.0f, -3.0f); /* Upper Right */
- glVertex3f( 1.5f, 1.0f, -9.0f);
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3f(-1.5f, 1.0f, -3.0f); /* Upper Left */
- glVertex3f(-1.5f, 1.0f, -9.0f);
- glEnd();
-
- glLoadIdentity();
- glBindTexture(GL_TEXTURE_2D, paddle_texture);
- glEnable(GL_TEXTURE_2D);
- glColor3f(GLPong.Back.r, GLPong.Back.g, GLPong.Back.b);
- glTranslatef(0.0f, 0.0f, GLPong.Back.z);
- glBegin(GL_QUADS);
- glTexCoord2f(0.832f, 1.0f); glVertex2f(GLPong.Back.w / 2, GLPong.Back.h / 2); /* Upper Right */
- glTexCoord2f(0.168f, 1.0f); glVertex2f(-GLPong.Back.w / 2, GLPong.Back.h / 2); /* Upper Left */
- glTexCoord2f(0.168f, 0.0f); glVertex2f(-GLPong.Back.w / 2, -GLPong.Back.h / 2); /* Lower Left */
- glTexCoord2f(0.832f, 0.0f); glVertex2f(GLPong.Back.w / 2, -GLPong.Back.h / 2); /* Lower Right */
- glEnd();
- glDisable(GL_TEXTURE_2D);
-
- glLoadIdentity();
- glBindTexture(GL_TEXTURE_2D, ball_texture);
- glEnable(GL_TEXTURE_2D);
- glColor3f(GLPong.Ball.r, GLPong.Ball.g, GLPong.Ball.b);
- glTranslatef(GLPong.Ball.x, GLPong.Ball.y, GLPong.Ball.z);
- glBegin(GL_QUADS);
- glTexCoord2f(0.0f, 1.0f); glVertex2f(GLPong.Ball.w, GLPong.Ball.h); /* Lower Left */
- glTexCoord2f(1.0f, 1.0f); glVertex2f(0.0f, GLPong.Ball.h); /* Lower Right */
- glTexCoord2f(1.0f, 0.0f); glVertex2f(0.0f, 0.0f); /* Upper Right */
- glTexCoord2f(0.0f, 0.0f); glVertex2f(GLPong.Ball.w, 0.0f); /* Upper Left */
- glEnd();
- glDisable(GL_TEXTURE_2D);
-
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, GLPong.Ball.z);
- glCallList(box);
-
- glLoadIdentity();
- glBindTexture(GL_TEXTURE_2D, paddle_texture);
- glEnable(GL_TEXTURE_2D);
- glColor3f(GLPong.Front.r, GLPong.Front.g, GLPong.Front.b);
- glTranslatef(GLPong.Mouse.x, -GLPong.Mouse.y, GLPong.Front.z);
- glBegin(GL_QUADS);
- glTexCoord2f(0.168f, 1.0f); glVertex2f(GLPong.Front.w / 2, GLPong.Front.h / 2); /* Upper Right */
- glTexCoord2f(0.832f, 1.0f); glVertex2f(-GLPong.Front.w / 2, GLPong.Front.h / 2); /* Upper Left */
- glTexCoord2f(0.832f, 0.0f); glVertex2f(-GLPong.Front.w / 2, -GLPong.Front.h / 2); /* Lower Left */
- glTexCoord2f(0.168f, 0.0f); glVertex2f(GLPong.Front.w / 2, -GLPong.Front.h / 2); /* Lower Right */
- glEnd();
- glDisable(GL_TEXTURE_2D);
-
- sprintf(buffer, "%.0f FPS", GLPong.fps);
- glLoadIdentity();
- glTranslatef(-1.5f, 1.1f, -3.0f);
- glColor3f(1.0f, 1.0f, 1.0f);
- glScalef(0.1f, 0.1f, 0.0f);
- glcRenderString(buffer);
-
- SDL_GL_SwapBuffers();
-}
-
-void GLPong_CleanUp() {
-
-}
-
-__inline__ unsigned int NextPow2(unsigned int value) {
- unsigned int x;
-#ifdef __i386__
- __asm("dec %1\n\t"
- "movl $2,%0\n\t"
- "bsr %1,%1\n\t"
- "shl %b1,%0\n\t"
- : "=r" (x)
- : "c" (value)
- );
-#else
- x = 1;
- while (x < value) {
- x *= 2;
- }
-#endif
- return x;
-}
-
-GLuint SDL_GL_SurfaceToTexture(SDL_Surface * surface) {
- Uint32 rmask, gmask, bmask, amask;
- GLuint texture;
- GLenum format = GL_RGB;
-
-#if SDL_BYTEORDER == SDL_BIG_ENDIAN
- rmask = 0xff000000;
- gmask = 0x00ff0000;
- bmask = 0x0000ff00;
- amask = 0x000000ff;
-#else
- rmask = 0x000000ff;
- gmask = 0x0000ff00;
- bmask = 0x00ff0000;
- amask = 0xff000000;
-#endif
-
- if (surface->format->Rmask & rmask) {
- format = GL_RGB;
- if (surface->format->BitsPerPixel == 32) {
- format = GL_RGBA;
- }
- } else if (surface->format->Rmask & bmask) {
- format = GL_BGR;
- if (surface->format->BitsPerPixel == 32) {
- format = GL_BGRA;
- }
- }
-
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
-
- SDL_LockSurface(surface);
- glTexImage2D(GL_TEXTURE_2D, 0, surface->format->BytesPerPixel, surface->w,
- surface->h, 0, format, GL_UNSIGNED_BYTE, surface->pixels);
- SDL_UnlockSurface(surface);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- return texture;
-}
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);;
+
+ GLPong.Surface = SDL_SetVideoMode(GLPong.w, GLPong.h, 32, SDL_OPENGL);
+ glViewport(0, 0, GLPong.w, GLPong.h);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45.0f, GLPong.w / GLPong.h, 0.1f, 50.0f);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDepthFunc(GL_LEQUAL);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+
+ GLPong.Event.type = SDL_NOEVENT;
+
+ printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
+ printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
+ printf("OpenGL Version: %s\n", glGetString(GL_VERSION));
+ printf("OpenGL Extensions: %s\n", glGetString(GL_EXTENSIONS));
+
+ temp = IMG_Load("background.jpg");
+ if (temp != NULL) {
+ background = SDL_GL_SurfaceToTexture(temp);
+ SDL_FreeSurface(temp);
+ }
+ temp = IMG_Load("ball.png");
+ ball_texture = SDL_GL_SurfaceToTexture(temp);
+ SDL_FreeSurface(temp);
+ temp = IMG_Load("paddle-skyos.png");
+ paddle_texture = SDL_GL_SurfaceToTexture(temp);
+ SDL_FreeSurface(temp);
+ temp = IMG_Load("paddle-skyos.png");
+ paddle_texture_hit = SDL_GL_SurfaceToTexture(temp);
+ SDL_FreeSurface(temp);
+
+ box = glGenLists(1);
+ glNewList(box, GL_COMPILE);
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(-1.5f, -1.0f, 0.0f); /* Lower Left */
+ glVertex3f( 1.5f, -1.0f, 0.0f); /* Lower Right */
+ glVertex3f( 1.5f, 1.0f, 0.0f); /* Upper Right */
+ glVertex3f(-1.5f, 1.0f, 0.0f); /* Upper Left */
+ glEnd();
+ glEndList();
+ glPointSize(10.0f);
+}
+
+void GLPong_HandleEvents() {
+ Uint8 * key;
+ int x = 0, y = 0;
+ if (SDL_PollEvent(&GLPong.Event) != 0) {
+ if (GLPong.Event.type == SDL_QUIT) {
+ GLPong.done = 1;
+ return;
+ }
+ if (GLPong.Event.type == SDL_KEYDOWN) {
+ if (GLPong.Event.key.keysym.sym == SDLK_ESCAPE) {
+ GLPong.done = 1;
+ return;
+ }
+ }
+ }
+ key = SDL_GetKeyState(NULL);
+ SDL_GetMouseState(&x, &y);
+
+ GLPong.Mouse.x = ((float) x / GLPong.w) * 3.3f - 1.65f;
+
+ if (GLPong.Mouse.x <= -1.5 + (GLPong.Front.w / 2)) {
+ GLPong.Mouse.x = -1.5 + (GLPong.Front.w / 2);
+ } else if (GLPong.Mouse.x >= 1.5 - (GLPong.Front.w / 2)) {
+ GLPong.Mouse.x = 1.5 - (GLPong.Front.w / 2);
+ }
+
+ GLPong.Mouse.y = ((float) y / GLPong.h) * 2.5f - 1.25f;
+
+ if (GLPong.Mouse.y <= -1.0 + (GLPong.Front.h / 2)) {
+ GLPong.Mouse.y = -1.0 + (GLPong.Front.h / 2);
+ } else if (GLPong.Mouse.y >= 1.0 - (GLPong.Front.h / 2)) {
+ GLPong.Mouse.y = 1.0 - (GLPong.Front.h / 2);
+ }
+ GLPong.Front.x = GLPong.Mouse.x - GLPong.Front.w / 2;
+ GLPong.Front.y = -(GLPong.Mouse.y + GLPong.Front.h / 2);
+ /*printf("SDL x,y: %d,%d; OpenGL x,y: %f,%f\n", x, y, GLPong.Mouse.x, GLPong.Mouse.y);*/
+}
+
+void GLPong_Move() {
+ GLPong.Ball.x += GLPong.Ball.xv;
+ if (GLPong.Ball.x > 1.0f) {
+ GLPong.Ball.x = 1.0f;
+ GLPong.Ball.xv = -GLPong.Ball.xv;
+ } else if (GLPong.Ball.x + GLPong.Ball.w < -1.0f) {
+ GLPong.Ball.x = -1.0f - GLPong.Ball.w;
+ GLPong.Ball.xv = -GLPong.Ball.xv;
+ }
+
+ GLPong.Ball.y += GLPong.Ball.yv;
+ if (GLPong.Ball.y > 0.5f) {
+ GLPong.Ball.y = 0.5f;
+ GLPong.Ball.yv = -GLPong.Ball.yv;
+ } else if (GLPong.Ball.y + GLPong.Ball.h < -0.5f) {
+ GLPong.Ball.y = -0.5f - GLPong.Ball.h;
+ GLPong.Ball.yv = -GLPong.Ball.yv;
+ }
+
+ GLPong.Ball.z += GLPong.Ball.zv;
+ if (GLPong.Ball.z < -9.0f) {
+ GLPong.Ball.z = -9.0f;
+ GLPong.Ball.zv = -GLPong.Ball.zv;
+ } else if (GLPong.Ball.z > -3.0f) {
+ GLPong.Ball.z = -3.0f;
+ GLPong.Ball.zv = -GLPong.Ball.zv;
+ }
+ GLPong.Back.x = GLPong.Ball.x;
+ GLPong.Back.y = GLPong.Ball.y;
+ GLPong_Collide(&GLPong.Ball, &GLPong.Front);
+}
+
+void GLPong_Draw() {
+ char buffer[10];
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glLoadIdentity();
+ if (background) {
+ glBindTexture(GL_TEXTURE_2D, background);
+ glEnable(GL_TEXTURE_2D);
+ } else {
+ glColor3f(0.0f, 0.0f, 0.0f);
+ }
+ glTranslatef(0.0f, 0.0f, -9.0f);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.875f, 0.0f); glVertex2f( 1.5f, 1.0f); /* Upper Right */
+ glTexCoord2f(0.125f, 0.0f); glVertex2f(-1.5f, 1.0f); /* Upper Left */
+ glTexCoord2f(0.125f, 1.0f); glVertex2f(-1.5f, -1.0f); /* Lower Left */
+ glTexCoord2f(0.875f, 1.0f); glVertex2f( 1.5f, -1.0f); /* Lower Right */
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+
+ glLoadIdentity();
+ glColor3f(0.0f, 1.0f, 0.0f);
+
+ glTranslatef(0.0f, 0.0f, -3.0f);
+ glCallList(box);
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -4.0f);
+ glCallList(box);
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -5.0f);
+ glCallList(box);
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -6.0f);
+ glCallList(box);
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -7.0f);
+ glCallList(box);
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -8.0f);
+ glCallList(box);
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -9.0f);
+ glCallList(box);
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, 0.0f);
+ glBegin(GL_LINES);
+ glVertex3f(-1.5f, -1.0f, -3.0f); /* Lower Left */
+ glVertex3f(-1.5f, -1.0f, -9.0f);
+ glEnd();
+
+ glBegin(GL_LINES);
+ glVertex3f( 1.5f, -1.0f, -3.0f); /* Lower Right */
+ glVertex3f( 1.5f, -1.0f, -9.0f);
+ glEnd();
+
+ glBegin(GL_LINES);
+ glVertex3f( 1.5f, 1.0f, -3.0f); /* Upper Right */
+ glVertex3f( 1.5f, 1.0f, -9.0f);
+ glEnd();
+
+ glBegin(GL_LINES);
+ glVertex3f(-1.5f, 1.0f, -3.0f); /* Upper Left */
+ glVertex3f(-1.5f, 1.0f, -9.0f);
+ glEnd();
+
+ glLoadIdentity();
+ glBindTexture(GL_TEXTURE_2D, paddle_texture);
+ glEnable(GL_TEXTURE_2D);
+ glColor3f(GLPong.Back.r, GLPong.Back.g, GLPong.Back.b);
+ glTranslatef(GLPong.Back.x, GLPong.Back.y, GLPong.Back.z);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.832f, 1.0f); glVertex2f(GLPong.Back.w / 2, GLPong.Back.h / 2); /* Upper Right */
+ glTexCoord2f(0.168f, 1.0f); glVertex2f(-GLPong.Back.w / 2, GLPong.Back.h / 2); /* Upper Left */
+ glTexCoord2f(0.168f, 0.0f); glVertex2f(-GLPong.Back.w / 2, -GLPong.Back.h / 2); /* Lower Left */
+ glTexCoord2f(0.832f, 0.0f); glVertex2f(GLPong.Back.w / 2, -GLPong.Back.h / 2); /* Lower Right */
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+
+ glLoadIdentity();
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glTranslatef(GLPong.Back.x, GLPong.Back.y, GLPong.Back.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ glLoadIdentity();
+ glBindTexture(GL_TEXTURE_2D, ball_texture);
+ glEnable(GL_TEXTURE_2D);
+ glColor3f(GLPong.Ball.r, GLPong.Ball.g, GLPong.Ball.b);
+ glTranslatef(GLPong.Ball.x, GLPong.Ball.y, GLPong.Ball.z);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(GLPong.Ball.w, GLPong.Ball.h); /* Lower Left */
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(0.0f, GLPong.Ball.h); /* Lower Right */
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(0.0f, 0.0f); /* Upper Right */
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(GLPong.Ball.w, 0.0f); /* Upper Left */
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+
+ /* Lower Left */
+ glLoadIdentity();
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glTranslatef(GLPong.Ball.x, GLPong.Ball.y, GLPong.Ball.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ /* Lower Right */
+ glLoadIdentity();
+ glTranslatef(GLPong.Ball.x + GLPong.Ball.w, GLPong.Ball.y, GLPong.Ball.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ /* Top Right */
+ glLoadIdentity();
+ glTranslatef(GLPong.Ball.x + GLPong.Ball.w, GLPong.Ball.y + GLPong.Ball.h, GLPong.Ball.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+ /* Top Left */
+ glLoadIdentity();
+ glTranslatef(GLPong.Ball.x, GLPong.Ball.y + GLPong.Ball.h, GLPong.Ball.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, GLPong.Ball.z);
+ glCallList(box);
+
+ glLoadIdentity();
+ glBindTexture(GL_TEXTURE_2D, paddle_texture);
+ glEnable(GL_TEXTURE_2D);
+ glColor3f(GLPong.Front.r, GLPong.Front.g, GLPong.Front.b);
+ glTranslatef(GLPong.Front.x + (GLPong.Front.w / 2), GLPong.Front.y + (GLPong.Front.h / 2), GLPong.Front.z);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.168f, 1.0f); glVertex2f(GLPong.Front.w / 2, GLPong.Front.h / 2); /* Upper Right */
+ glTexCoord2f(0.832f, 1.0f); glVertex2f(-GLPong.Front.w / 2, GLPong.Front.h / 2); /* Upper Left */
+ glTexCoord2f(0.832f, 0.0f); glVertex2f(-GLPong.Front.w / 2, -GLPong.Front.h / 2); /* Lower Left */
+ glTexCoord2f(0.168f, 0.0f); glVertex2f(GLPong.Front.w / 2, -GLPong.Front.h / 2); /* Lower Right */
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+
+ /* Mouse Pointer */
+ glLoadIdentity();
+ glColor3f(1.0f, 1.0f, 0.0f);
+ glTranslatef(GLPong.Mouse.x, -GLPong.Mouse.y, GLPong.Front.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ /* Lower Left */
+ glLoadIdentity();
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glTranslatef(GLPong.Front.x, GLPong.Front.y, GLPong.Front.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ /* Lower Right */
+ glLoadIdentity();
+ glTranslatef(GLPong.Front.x + GLPong.Front.w, GLPong.Front.y, GLPong.Front.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ /* Top Right */
+ glLoadIdentity();
+ glTranslatef(GLPong.Front.x + GLPong.Front.w, GLPong.Front.y + GLPong.Front.h, GLPong.Front.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+ /* Top Left */
+ glLoadIdentity();
+ glTranslatef(GLPong.Front.x, GLPong.Front.y + GLPong.Front.h, GLPong.Front.z);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+
+ sprintf(buffer, "%.0f FPS", GLPong.fps);
+ glLoadIdentity();
+ glTranslatef(-1.5f, 1.05f, -3.0f);
+ glColor3f(1.0f, 1.0f, 1.0f);
+ glScalef(0.2f, 0.2f, 0.0f);
+ glcRenderString(buffer);
+
+ SDL_GL_SwapBuffers();
+}
+
+void GLPong_Collide(Ball_t * ball, const Paddle_t * paddle) {
+ if (ball->z == paddle->z) {
+ if (ball->x + ball->w < paddle->x) return; /* if ball is left of paddle */
+ if (ball->x > paddle->x + paddle->w) return; /* if ball is right of paddle */
+ if (ball->y > paddle->y + paddle->h) return; /* if ball is above paddle */
+ if (ball->y + ball->h < paddle->y) return; /* if ball is below paddle */
+ if (ball->zv < 0) {
+ ball->zv -= 0.005f;
+ } else {
+ ball->zv += 0.005f;
+ }
+ printf("x: %.3f, y: %.2f, z: %.2f\n", ball->x, ball->y, ball->z);
+ }
+}
+
+void GLPong_CleanUp() {
+
+}
+
+__inline__ unsigned int NextPow2(unsigned int value) {
+ unsigned int x;
+#ifdef __i386__
+ __asm("dec %1\n\t"
+ "movl $2,%0\n\t"
+ "bsr %1,%1\n\t"
+ "shl %b1,%0\n\t"
+ : "=r" (x)
+ : "c" (value)
+ );
+#else
+ x = 1;
+ while (x < value) {
+ x *= 2;
+ }
+#endif
+ return x;
+}
+
+GLuint SDL_GL_SurfaceToTexture(SDL_Surface * surface) {
+ Uint32 rmask, gmask, bmask, amask;
+ GLuint texture;
+ GLenum format = GL_RGB;
+
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ rmask = 0xff000000;
+ gmask = 0x00ff0000;
+ bmask = 0x0000ff00;
+ amask = 0x000000ff;
+#else
+ rmask = 0x000000ff;
+ gmask = 0x0000ff00;
+ bmask = 0x00ff0000;
+ amask = 0xff000000;
+#endif
+
+ if (surface->format->Rmask & rmask) {
+ format = GL_RGB;
+ if (surface->format->BitsPerPixel == 32) {
+ format = GL_RGBA;
+ }
+ } else if (surface->format->Rmask & bmask) {
+ format = GL_BGR;
+ if (surface->format->BitsPerPixel == 32) {
+ format = GL_BGRA;
+ }
+ }
+
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+
+ SDL_LockSurface(surface);
+ glTexImage2D(GL_TEXTURE_2D, 0, surface->format->BytesPerPixel, surface->w,
+ surface->h, 0, format, GL_UNSIGNED_BYTE, surface->pixels);
+ SDL_UnlockSurface(surface);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ return texture;
+}
diff --git a/glpong3d.h b/glpong3d.h
index a993b6e..b364f71 100644
--- a/glpong3d.h
+++ b/glpong3d.h
@@ -1,56 +1,58 @@
-#ifndef GLPONG3D_H
-#define GLPONG3D_H
-
-#include "SDL.h"
-#include "SDL_opengl.h"
-
-GLuint background;
-
-GLuint paddle_texture;
-GLuint ball_texture;
-
-typedef struct {
- GLfloat w, h, x, y, z;
- GLfloat r, g, b;
-} Paddle_t;
-
-typedef struct {
- GLfloat w, h, x, y, z;
- GLfloat r, g, b;
- GLfloat xv, yv, zv;
- GLfloat rotate;
-} Ball_t;
-
-typedef struct {
- GLfloat x, y;
-} Mouse_t;
-
-typedef struct {
- GLuint context;
- GLuint font;
-} GLC_t;
-
-struct {
- SDL_Event Event;
- SDL_Surface * Surface;
- Ball_t Ball;
- Paddle_t Front;
- Paddle_t Back;
- Mouse_t Mouse;
- GLC_t GLC;
- GLfloat w;
- GLfloat h;
- GLfloat fps;
- Sint8 done;
-} GLPong;
-
-void GLPong_Init();
-void GLPong_HandleEvents();
-void GLPong_Draw();
-void GLPong_CleanUp();
-void GLPong_Move();
-
-GLuint SDL_GL_SurfaceToTexture(SDL_Surface * surface);
-__inline__ unsigned int NextPow2(unsigned int value);
-
-#endif
+#ifndef GLPONG3D_H
+#define GLPONG3D_H
+
+#include "SDL.h"
+#include "SDL_opengl.h"
+
+GLuint background;
+
+GLuint paddle_texture;
+GLuint paddle_texture_hit;
+GLuint ball_texture;
+
+typedef struct {
+ GLfloat w, h, x, y, z;
+ GLfloat r, g, b;
+} Paddle_t;
+
+typedef struct {
+ GLfloat w, h, x, y, z;
+ GLfloat r, g, b;
+ GLfloat xv, yv, zv;
+ GLfloat rotate;
+} Ball_t;
+
+typedef struct {
+ GLfloat x, y;
+} Mouse_t;
+
+typedef struct {
+ GLuint context;
+ GLuint font;
+} GLC_t;
+
+struct {
+ SDL_Event Event;
+ SDL_Surface * Surface;
+ Ball_t Ball;
+ Paddle_t Front;
+ Paddle_t Back;
+ Mouse_t Mouse;
+ GLC_t GLC;
+ GLfloat w;
+ GLfloat h;
+ GLfloat fps;
+ Sint8 done;
+} GLPong;
+
+void GLPong_Init();
+void GLPong_HandleEvents();
+void GLPong_Draw();
+void GLPong_CleanUp();
+void GLPong_Move();
+void GLPong_Collide(Ball_t * ball, const Paddle_t * paddle);
+
+GLuint SDL_GL_SurfaceToTexture(SDL_Surface * surface);
+__inline__ unsigned int NextPow2(unsigned int value);
+
+#endif
diff --git a/paddle-skyos-red.png b/paddle-skyos-red.png
new file mode 100644
index 0000000..36e0f03
--- /dev/null
+++ b/paddle-skyos-red.png
Binary files differ