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#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->coord.x + (paddle->w / 2), paddle->coord.y + (paddle->h / 2), paddle->coord.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->coord.x, paddle->coord.y, paddle->coord.z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Lower Right */
glLoadIdentity();
glColor3f(1.0f, 0.0f, 0.0f);
glTranslatef(paddle->coord.x + paddle->w, paddle->coord.y, paddle->coord.z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Top Right */
glLoadIdentity();
glTranslatef(paddle->coord.x + paddle->w, paddle->coord.y + paddle->h, paddle->coord.z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Top Left */
glLoadIdentity();
glTranslatef(paddle->coord.x, paddle->coord.y + paddle->h, paddle->coord.z);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
/* Center */
glLoadIdentity();
glColor3f(0.0f, 1.0f, 0.0f);
glTranslatef(paddle->coord.x + paddle->w / 2.0f, paddle->coord.y + paddle->h / 2.0f, paddle->coord.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->coord.x = paddle->w / 2.0f;
paddle->coord.y = paddle->h / 2.0f;
paddle->coord.z = z;
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) {
/* 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);
}
paddle->coord.x = x - (paddle->w / 2.0f);
paddle->coord.y = -(y + (paddle->h / 2.0f));
}
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