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#include "SDL.h"
#include "SDL_opengl.h"
#include "glpong3d.h"
#include "ball.h"
static GLuint ball_texture;
void
GLPong_BallDraw(const Ball_t * ball) {
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, ball_texture);
glEnable(GL_TEXTURE_2D);
glColor3f(ball->r, ball->g, ball->b);
glTranslatef(ball->x, ball->y, ball->z);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex2f(ball->w, ball->h); /* Lower Left */
glTexCoord2f(1.0f, 1.0f); glVertex2f(0.0f, ball->h); /* Lower Right */
glTexCoord2f(1.0f, 0.0f); glVertex2f(0.0f, 0.0f); /* Upper Right */
glTexCoord2f(0.0f, 0.0f); glVertex2f(ball->w, 0.0f); /* Upper Left */
glEnd();
glDisable(GL_TEXTURE_2D);
#ifdef DEBUG
/* Lower Left */
glLoadIdentity();
glColor3f(1.0f, 0.0f, 0.0f);
glTranslatef(ball->x, ball->y, ball->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Lower Right */
glLoadIdentity();
glTranslatef(ball->x + ball->w, ball->y, ball->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Top Right */
glLoadIdentity();
glTranslatef(ball->x + ball->w, ball->y + ball->h, ball->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Top Left */
glLoadIdentity();
glTranslatef(ball->x, ball->y + ball->h, ball->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
#endif
glLoadIdentity();
glTranslatef(0.0f, 0.0f, ball->z);
glCallList(box);
}
void
GLPong_BallInit(Ball_t * ball, GLuint texture) {
ball->w = 0.5f;
ball->h = 0.5f;
ball->x = -(ball->w / 2);
ball->y = -(ball->h / 2);
ball->z = GLPONG_FRONT_Z;
ball->r = 1.0f;
ball->g = 0.0f;
ball->b = 0.0f;
ball->xv = 0.02f;
ball->yv = 0.01f;
ball->zv = -0.05f;
ball_texture = texture;
}
void
GLPong_BallMove(Ball_t * ball) {
ball->x += ball->xv;
if (ball->x > 1.0f) {
ball->x = 1.0f;
ball->xv = -ball->xv;
} else if (ball->x + ball->w < -1.0f) {
ball->x = -1.0f - ball->w;
ball->xv = -ball->xv;
}
ball->y += ball->yv;
if (ball->y > 0.5f) {
ball->y = 0.5f;
ball->yv = -ball->yv;
} else if (ball->y + ball->h < -0.5f) {
ball->y = -0.5f - ball->h;
ball->yv = -ball->yv;
}
ball->z += ball->zv;
if (ball->z < GLPONG_BACK_Z) {
ball->z = GLPONG_BACK_Z;
ball->zv = -ball->zv;
} else if (ball->z > GLPONG_FRONT_Z) {
ball->z = GLPONG_FRONT_Z;
ball->zv = -ball->zv;
}
}
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