Corrections merge de master

hell.
This commit is contained in:
MarcEricMartel
2023-12-05 13:44:54 -05:00
parent 4775de01d8
commit 464ba131c4
19 changed files with 327 additions and 170 deletions

View File

@@ -29,32 +29,9 @@ Engine::~Engine() {
}
void Engine::Init() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
uint64_t seed = SEED;
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
if (m_istarted)
return;
else m_istarted = true;
@@ -70,6 +47,9 @@ void Engine::Init() {
m_whoosh[x] = nullptr;
}
// Init Chunks
m_world.GetChunks().Reset(nullptr);
char* ch = new char[2];
std::cout << "Jouer en ligne? [o/N] ";
@@ -102,13 +82,16 @@ void Engine::Init() {
if (!m_conn.Connect(srvname.c_str(), playname)) {
// setup jeu en reseau.
std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
//std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
m_player = Player(m_conn.getOrigin().position);
for (auto& [key, player] : m_conn.m_players)
for (auto& [key, player] : m_conn.m_players) {
m_players[key] = new RemotePlayer(player);
RemotePlayer* rt = (RemotePlayer*)m_players[key];
rt->SetPosition(Vector3f(555, 555, 555));
}
seed = m_conn.getSeed();
seed = 9370707;//m_conn.getSeed();
m_networkgame = true;
}
else std::cout << "Erreur de connexion." << std::endl;
@@ -119,17 +102,41 @@ void Engine::Init() {
m_world.SetSeed(seed);
// Init Chunks
m_world.GetChunks().Reset(nullptr);
m_startTime = std::chrono::high_resolution_clock::now();
m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5));
// Gestion de souris.
CenterMouse();
HideCursor();
}
void Engine::DeInit() {}
void Engine::LoadResource() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
@@ -180,29 +187,71 @@ void Engine::LoadResource() {
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
//STILL//STANDING
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
//SHOOTINGSTILL SANS TIRER
//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
//SHOOTINGSTILL TIRER
//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png");
//JUMP
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//STILL
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
//SHOOTINGSTILL
//SHOOTINGJUMP
//SHOOTINGJUMP SANS TIRER
//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png");
//SHOOTINGJUMP TIRER
//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png");
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
@@ -360,6 +409,7 @@ void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClear(GL_STENCIL_BUFFER_BIT);
float itemBackgroundWidthProportion = 0.25f;
float itemBackgroundHeightProportion = 0.175f;
@@ -655,7 +705,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_remotePlayer.GetVelocity();
ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
@@ -665,7 +715,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss.str("");
fPosY -= charSize;
ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
ss << " Remote Position : " << m_otherplayerpos;
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
@@ -1225,10 +1275,11 @@ void Engine::Render(float elapsedTime) {
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
netprot::ChunkMod* cmod = nullptr;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
else if (bulletTime <= 0.f) {
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
@@ -1250,12 +1301,12 @@ void Engine::Render(float elapsedTime) {
}
}
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
@@ -1276,18 +1327,10 @@ void Engine::Render(float elapsedTime) {
gameTime += elapsedTime * 10;
Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
dance.Normalize();
m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@@ -1310,9 +1353,11 @@ void Engine::Render(float elapsedTime) {
}
if (m_networkgame) { // Pour se gerer le paquet.
static bool has_synced = false;
using namespace std::chrono;
using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
static Timestamp last = 0;
Input input;
Sync sync;
uint64_t id = m_conn.getId();
@@ -1332,9 +1377,13 @@ void Engine::Render(float elapsedTime) {
sync_acc -= 1000;
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPosition();
sync.position = m_player.GetPositionAbs();
sync.hp = m_player.GetHP();
// TODO: Garrocher ca quelque-part.
if (!has_synced) {
has_synced = true;
sendPackTo<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
}
m_syncs[sync.timestamp] = sync;
}
if (cmod_acc >= 1000) {
@@ -1372,15 +1421,40 @@ void Engine::Render(float elapsedTime) {
using enum PACKET_TYPE;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId())
if (sync.sid != m_conn.getId()) {
std::cout << "syncsid be no good.";
break;
// TODO: Vérifier si les positions concordent au sync local.
}
if (m_syncs.count(sync.timestamp)) {
Sync comp = m_syncs[sync.timestamp];
m_player.InflictDamage(sync.hp - comp.hp);
Vector3f diff = sync.position - comp.position;
if (diff.y < 1.)
diff.y = 0;
if (diff.Length() > 1.5) {
diff.Normalize();
m_player.Move(-diff);
}
// TODO: Syncer sync.timer avec le timer
m_syncs.erase(sync.timestamp);
}
else std::cout << "sync be no good.";
}
break;
case OUTPUT:
if (Deserialize(&out, pck, &bsize)) {
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
r->Feed(out);
if (!m_players.contains(out.id)) {
std::cout << out.id << " is id no good." << std::endl;
break;
}
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
rt->Feed(out);
}
break;
case CHUNKMOD:
@@ -1411,11 +1485,22 @@ void Engine::Render(float elapsedTime) {
}
break;
default:
std::cout << "packet be no good.";
break;
}
}
lsPck.clear();
glDisable(GL_CULL_FACE);
for (auto& [key, player] : m_players) {
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
glClear(GL_STENCIL_BUFFER_BIT);
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
}
glEnable(GL_CULL_FACE);
}
}
}