diff options
Diffstat (limited to 'glpong3d.c')
-rw-r--r-- | glpong3d.c | 881 |
1 files changed, 498 insertions, 383 deletions
@@ -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; +} |