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#include <math.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include "glpong3d.h"
#include "paddle.h"
static GLuint paddle_texture;
void
GLPong_PaddleDraw(const Paddle_t * paddle) {
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, paddle_texture);
glEnable(GL_TEXTURE_2D);
glColor3f(paddle->r, paddle->g, paddle->b);
glTranslatef(paddle->x + (paddle->w / 2), paddle->y + (paddle->h / 2), paddle->z);
glBegin(GL_QUADS);
glTexCoord2f(0.168f, 1.0f); glVertex2f(paddle->w / 2, paddle->h / 2); /* Upper Right */
glTexCoord2f(0.832f, 1.0f); glVertex2f(-paddle->w / 2, paddle->h / 2); /* Upper Left */
glTexCoord2f(0.832f, 0.0f); glVertex2f(-paddle->w / 2, -paddle->h / 2); /* Lower Left */
glTexCoord2f(0.168f, 0.0f); glVertex2f(paddle->w / 2, -paddle->h / 2); /* Lower Right */
glEnd();
glDisable(GL_TEXTURE_2D);
#ifdef DEBUG
/* Lower Left */
glLoadIdentity();
glColor3f(0.0f, 0.0f, 1.0f);
glTranslatef(paddle->x, paddle->y, paddle->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Lower Right */
glLoadIdentity();
glColor3f(1.0f, 0.0f, 0.0f);
glTranslatef(paddle->x + paddle->w, paddle->y, paddle->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Top Right */
glLoadIdentity();
glTranslatef(paddle->x + paddle->w, paddle->y + paddle->h, paddle->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Top Left */
glLoadIdentity();
glTranslatef(paddle->x, paddle->y + paddle->h, paddle->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Center */
glLoadIdentity();
glColor3f(0.0f, 1.0f, 0.0f);
glTranslatef(paddle->x + paddle->w / 2.0f, paddle->y + paddle->h / 2.0f, paddle->z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
#endif
}
void
GLPong_PaddleInit(Paddle_t * paddle, GLfloat z, GLuint texture) {
paddle->w = 0.66f;
paddle->h = 0.5f;
paddle->x = paddle->w / 2.0f;
paddle->y = paddle->h / 2.0f;
paddle->z = z;
paddle->prev_x = paddle->x;
paddle->prev_y = paddle->y;
paddle->r = 1.0f;
paddle->g = 1.0f;
paddle->b = 1.0f;
paddle_texture = texture;
}
void
GLPong_PaddleMove(Paddle_t * paddle, GLfloat x, GLfloat y) {
GLfloat mouse_x;
GLfloat mouse_y;
paddle->prev_x = paddle->x;
paddle->prev_y = paddle->y;
/* clamp paddle to border */
if (x <= -1.5f + (paddle->w / 2.0f)) {
x = -1.5f + (paddle->w / 2.0f);
} else if (x >= 1.5f - (paddle->w / 2.0f)) {
x = 1.5f - (paddle->w / 2.0f);
}
if (y <= -1.0f + (paddle->h / 2.0f)) {
y = -1.0f + (paddle->h / 2.0f);
} else if (y >= 1.0f - (paddle->h / 2.0f)) {
y = 1.0f - (paddle->h / 2.0f);
}
mouse_x = x - (paddle->w / 2.0f);
mouse_y = -(y + (paddle->h / 2.0f));
#ifdef DEBUG
printf("(mouse_x, mouse_y) = (%.3f, %.3f)\n", mouse_x, mouse_y);
printf("x diff is %f\n", fabs(mouse_x - paddle->prev_x));
printf("y diff is %f\n", fabs(mouse_y - paddle->prev_y));
#endif
if (fabs(mouse_x - paddle->prev_x) > 0.33f / 2.0f) {
if (mouse_x > paddle->prev_x) {
paddle->x += 0.33f / 2.0f;
} else {
paddle->x -= 0.33f / 2.0f;
}
} else {
paddle->x = mouse_x;
}
if (fabs(mouse_y - paddle->prev_y) > 0.25f / 2.0f) {
if (mouse_y > paddle->prev_y) {
paddle->y += 0.25f / 2.0f;
} else {
paddle->y -= 0.25f / 2.0f;
}
} else {
paddle->y = mouse_y;
}
}
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