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#ifndef GLPONG3D_H
#define GLPONG3D_H
#include "SDL.h"
#include "SDL_opengl.h"
#define GLPONG_WIDTH 800.0f
#define GLPONG_HEIGHT 600.0f
#define GLPONG_NOACTION 0
#define GLPONG_EXIT 1
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define RMASK 0xff000000
#define GMASK 0x00ff0000
#define BMASK 0x0000ff00
#define AMASK 0x000000ff
#else
#define RMASK 0x000000ff
#define GMASK 0x0000ff00
#define BMASK 0x00ff0000
#define AMASK 0xff000000
#endif
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 {
SDL_Surface * Surface;
Ball_t Ball;
Paddle_t Front;
Paddle_t Back;
Mouse_t Mouse;
GLfloat fps;
} GLPong_t;
GLPong_t GLPong;
void GLPong_Collide(Ball_t * ball, const Paddle_t * paddle);
GLuint SDL_GL_SurfaceToTexture(SDL_Surface * surface);
static __inline__ unsigned int NextPow2(unsigned int value);
#endif
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