Indépendance!
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@@ -17,11 +17,11 @@ void Engine::Init() {
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abort();
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}
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//glDisable(GL_FRAMEBUFFER_SRGB);
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//glEnable(GL_DEPTH_TEST);
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//glEnable(GL_STENCIL_TEST);
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//glEnable(GL_POINT_SMOOTH);
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//glEnable(GL_BLEND);
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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@@ -31,10 +31,10 @@ void Engine::Init() {
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glShadeModel(GL_SMOOTH);
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//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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//glDisable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendEquation(GL_FUNC_SUBTRACT);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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//
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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@@ -330,6 +330,7 @@ int Engine::GetCountdown(float elapsedTime) {
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void Engine::Render(float elapsedTime) {
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//static float gameTime = elapsedTime;
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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static float bulletTime = 0;
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static BlockType bloc = 1;
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@@ -341,6 +342,7 @@ void Engine::Render(float elapsedTime) {
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Transformation all;
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Transformation skybox;
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Vector3f vstep;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Transformations initiales
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@@ -350,8 +352,22 @@ void Engine::Render(float elapsedTime) {
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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static bool leftright = false;
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if (pollTime >= .005f) {
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m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, &m_audio);
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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switch (snd) {
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case Player::Sound::STEP:
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if (leftright)
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vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
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else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
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leftright = !leftright;
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break;
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case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
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break;
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default: break;
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}
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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pollTime = 0;
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@@ -370,7 +386,7 @@ void Engine::Render(float elapsedTime) {
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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@@ -392,7 +408,7 @@ void Engine::Render(float elapsedTime) {
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
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for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
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if (m_bullets[x])
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@@ -401,7 +417,9 @@ void Engine::Render(float elapsedTime) {
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m_bullets[x] = nullptr;
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}
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m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
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m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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