diff options
Diffstat (limited to 'glpong3d.c')
-rw-r--r-- | glpong3d.c | 76 |
1 files changed, 60 insertions, 16 deletions
@@ -5,10 +5,14 @@ #include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_image.h"
+#include "SDL_net.h"
+#include <GL/glc.h>
#include "glpong3d.h"
GLuint box;
+GLuint font;
+GLuint ctx;
int main(int argc, char * argv[]) {
if (argc) {
@@ -30,6 +34,8 @@ int main(int argc, char * argv[]) { void GLPong_Init() {
SDL_Surface * temp = NULL;
+ int i;
+ int count;
GLPong.done = 0;
@@ -41,8 +47,8 @@ void GLPong_Init() { GLPong.Ball.x = -(GLPong.Ball.w / 2);
GLPong.Ball.y = -(GLPong.Ball.h / 2);
GLPong.Ball.z = -3.0f;
- GLPong.Ball.xv = 0.0f;
- GLPong.Ball.yv = 0.0f;
+ GLPong.Ball.xv = 0.02f;
+ GLPong.Ball.yv = 0.01f;
GLPong.Ball.zv = -0.03f;
GLPong.Front.w = 0.66f;
@@ -57,9 +63,28 @@ void GLPong_Init() { GLPong.Back.y = -(GLPong.Front.h / 2);
GLPong.Back.z = -9.0f;
+ ctx = glcGenContext();
+ glcContext(ctx);
+#ifdef _WIN32
+ glcAppendCatalog("C:\\WINDOWS\\Fonts");
+#endif
+ count = glcGeti(GLC_CATALOG_COUNT);
+ for (i = 0; i < count; i++) {
+ printf("%s\n", glcGetListc(GLC_CATALOG_LIST, i));
+ }
+
+ font = glcGenFontID();
+ glcNewFontFromFamily(font, "DejaVu Sans");
+ glcFontFace(font, "Normal");
+ glcRenderStyle(GLC_TEXTURE);
+ glcFont(font);
+
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
atexit(SDL_Quit);
+ SDLNet_Init();
+ atexit(SDLNet_Quit);
+
SDL_WM_SetCaption("glpong3d", "glpong3d");
temp = IMG_Load("ball.png");
SDL_WM_SetIcon(temp, NULL);
@@ -243,10 +268,10 @@ void GLPong_Draw() { glColor3f(1.0f, 1.0f, 1.0f);
glTranslatef(0.0f, 0.0f, GLPong.Back.z);
glBegin(GL_QUADS);
- glTexCoord2f(0.168f, 1.0f); glVertex2f(GLPong.Back.w / 2, GLPong.Back.h / 2); /* Upper Right */
- glTexCoord2f(0.832f, 1.0f); glVertex2f(-GLPong.Back.w / 2, GLPong.Back.h / 2); /* Upper Left */
- glTexCoord2f(0.832f, 0.0f); glVertex2f(-GLPong.Back.w / 2, -GLPong.Back.h / 2); /* Lower Left */
- glTexCoord2f(0.168f, 0.0f); glVertex2f(GLPong.Back.w / 2, -GLPong.Back.h / 2); /* Lower Right */
+ 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);
@@ -254,7 +279,6 @@ void GLPong_Draw() { glBindTexture(GL_TEXTURE_2D, ball_texture);
glEnable(GL_TEXTURE_2D);
glTranslatef(GLPong.Ball.x, GLPong.Ball.y, GLPong.Ball.z);
- /*glRotatef(GLPong.Ball.rotate, 0.0f, 0.0f, 1.0f);*/
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 */
@@ -279,6 +303,13 @@ void GLPong_Draw() { glEnd();
glDisable(GL_TEXTURE_2D);
+ glLoadIdentity();
+ glTranslatef(0.0f, 1.1f, -3.0f);
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glScalef(0.1f, 0.1f, 0.0f);
+ glcRenderString("Hello, GLC");
+ glDisable2D();
+
SDL_GL_SwapBuffers();
}
@@ -299,10 +330,6 @@ void GLPong_Move() { if ((GLPong.Ball.z < -9.0f) || (GLPong.Ball.z > -3.0f)) {
GLPong.Ball.zv = -GLPong.Ball.zv;
}
- /*GLPong.Ball.rotate += 2.0f;
- if (GLPong.Ball.rotate >= 360.f) {
- GLPong.Ball.rotate -= 360.0f;
- }*/
}
__inline__ unsigned int NextPow2(unsigned int value) {
@@ -336,20 +363,15 @@ GLuint SDL_GL_SurfaceToTexture(SDL_Surface * surface) { if (surface->format->Rmask & rmask) {
format = GL_RGB;
- printf("GL_RGB");
if (surface->format->BitsPerPixel == 32) {
format = GL_RGBA;
- printf("A");
}
} else if (surface->format->Rmask & bmask) {
format = GL_BGR;
- printf("GL_BGR");
if (surface->format->BitsPerPixel == 32) {
format = GL_BGRA;
- printf("A");
}
}
- printf("\n");
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
@@ -363,3 +385,25 @@ GLuint SDL_GL_SurfaceToTexture(SDL_Surface * surface) { return texture;
}
+
+void glEnable2D() {
+ int vPort[4];
+
+ glGetIntegerv(GL_VIEWPORT, vPort);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glOrtho(0, vPort[2], vPort[3], 0, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+}
+
+void glDisable2D() {
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
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