diff --git a/SQCSim-common/SQCSim-common.vcxproj b/SQCSim-common/SQCSim-common.vcxproj index 4ba7bd4..a4e0c11 100644 --- a/SQCSim-common/SQCSim-common.vcxproj +++ b/SQCSim-common/SQCSim-common.vcxproj @@ -131,6 +131,7 @@ + @@ -147,6 +148,7 @@ + diff --git a/SQCSim-common/SQCSim-common.vcxproj.filters b/SQCSim-common/SQCSim-common.vcxproj.filters index 45814cf..22804b4 100644 --- a/SQCSim-common/SQCSim-common.vcxproj.filters +++ b/SQCSim-common/SQCSim-common.vcxproj.filters @@ -54,6 +54,9 @@ Fichiers d%27en-tête + + Fichiers d%27en-tête + Fichiers d%27en-tête @@ -83,6 +86,9 @@ Fichiers sources + + Fichiers sources + Fichiers sources diff --git a/SQCSim-common/booster.cpp b/SQCSim-common/booster.cpp new file mode 100644 index 0000000..677a28d --- /dev/null +++ b/SQCSim-common/booster.cpp @@ -0,0 +1,38 @@ +#include "booster.h" + +Booster::Booster() +{ +} + +Booster::Booster(Vector3f tpos, BOOST_TYPE ttype) +{ + pos = tpos; + type = ttype; + available = true; +} + +Booster::~Booster() +{ + +} + +Vector3f Booster::GetPosition() +{ + return pos; +} + +BOOST_TYPE Booster::GetType() +{ + return type; +} + +bool Booster::GetAvailability() +{ + return available; +} + +void Booster::SetAvailability(bool value) +{ + available = value; +} + diff --git a/SQCSim-common/booster.h b/SQCSim-common/booster.h new file mode 100644 index 0000000..6bfbed5 --- /dev/null +++ b/SQCSim-common/booster.h @@ -0,0 +1,20 @@ +#ifndef BOOSTER_H__ +#define BOOSTER_H__ +#include "define.h" +#include "vector3.h" + +class Booster { +public: + Booster(); + Booster(Vector3f tpos, BOOST_TYPE ttype); + ~Booster(); + Vector3f GetPosition(); + BOOST_TYPE GetType(); + bool GetAvailability(); + void SetAvailability(bool value); +private: + Vector3f pos; + BOOST_TYPE type; + bool available; +}; +#endif diff --git a/SQCSim-common/define.h b/SQCSim-common/define.h index 4ad61c0..a4ba55e 100644 --- a/SQCSim-common/define.h +++ b/SQCSim-common/define.h @@ -31,10 +31,11 @@ #define TEXTURE_SIZE 512 #define MAX_BULLETS 512 +#define NB_BOOST 2 #define TIME_SPEED_BOOST 10 //secondes #define TIME_DAMAGE_BOOST 10 //secondes #define TIME_INVINCIBLE_BOOST 4 //secondes -#define STRENGTH_SPEED_BOOST 10 //Pourcentage +#define STRENGTH_SPEED_BOOST 1000 //Pourcentage #define BULLET_TIME .2 //secondes #define SYNC_ACC 600 // ms diff --git a/SQCSim-common/player.cpp b/SQCSim-common/player.cpp index cf4b107..cb4c395 100644 --- a/SQCSim-common/player.cpp +++ b/SQCSim-common/player.cpp @@ -68,8 +68,8 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum delta.x *= .6f; delta.z *= .6f; - if ((jump || shoot ) && !m_airborne) { - delta.y += jump? .32f: shoot? .1f : 0.f; + if ((jump || shoot) && !m_airborne) { + delta.y += jump ? .32f : shoot ? .1f : 0.f; m_airborne = true; } if (boostspeed) @@ -84,7 +84,7 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum return delta; } -Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) { +Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]) { Player::Sound snd = Player::Sound::NOSOUND; static float timing = 0.f; /* Gestion de collisions */ @@ -184,33 +184,50 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi else isStep = false; m_POV = m_position.y; m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f; + TakeBooster(booster_table, elapsedTime); RemoveBooster(elapsedTime); return snd; } void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const { + transformation.ApplyRotation(-m_rotX, 1, 0, 0); transformation.ApplyRotation(-m_rotY, 0, 1, 0); if (rel) transformation.ApplyTranslation(-GetPOV()); } -void Player::GetBooster(Booster boosttype) +void Player::TakeBooster(Booster booster_table[], float elapsedtime) { - if (boosttype == SPEED) + Vector3f playerpos = GetPosition(); + for (int i = 0; i < sizeof(booster_table); i++) + { + Vector3f pos = booster_table[i].GetPosition(); + if (abs(playerpos.x - pos.x) <= 0.5f && abs(playerpos.y - pos.y) <= 1.0f && abs(playerpos.z - pos.z) <= 0.5f && booster_table[i].GetAvailability() == true) + { + GetBooster(booster_table[i].GetType(), elapsedtime); + booster_table[i].SetAvailability(false); + break; + } + } +} + +void Player::GetBooster(BOOST_TYPE boosttype, float elapsedtime) +{ + if (boosttype == BTYPE_SPEED) { boostspeed = true; timeboostspeed = 0; } - if (boosttype == HEAL) + if (boosttype == BTYPE_HEAL) { - m_hp = 100; + m_hp = 1.0f; } - if (boosttype == DAMAGE) + if (boosttype == BTYPE_DAMAGE) { boostdamage = true; timeboostdamage = 0; } - if (boosttype == INVINCIBLE) + if (boosttype == BTYPE_INVINCIBLE) { boostinvincible = true; boostinvincible = 0; @@ -221,19 +238,17 @@ void Player::RemoveBooster(float elapsedtime) if (boostspeed) { timeboostspeed += elapsedtime; - if (timeboostspeed >= TIME_SPEED_BOOST) + if (timeboostspeed >= TIME_SPEED_BOOST && boostspeed == true) boostspeed = false; } if (boostdamage) { - timeboostdamage += elapsedtime; - if (timeboostdamage >= TIME_DAMAGE_BOOST) + if (timeboostdamage >= TIME_DAMAGE_BOOST && boostdamage == true) boostdamage = false; } if (boostinvincible) { - timeboostinvincible += elapsedtime; - if (timeboostinvincible >= TIME_INVINCIBLE_BOOST) + if (timeboostinvincible >= TIME_INVINCIBLE_BOOST && boostinvincible == true) boostinvincible = false; } } diff --git a/SQCSim-common/player.h b/SQCSim-common/player.h index 2b31bbb..02084c8 100644 --- a/SQCSim-common/player.h +++ b/SQCSim-common/player.h @@ -4,6 +4,8 @@ #include #include "transformation.h" #include "vector3.h" +#include "booster.h" +#include "define.h" class World; @@ -11,7 +13,7 @@ class World; class Player { public: enum Sound { NOSOUND, STEP, FALL }; - enum Booster { SPEED, HEAL, DAMAGE, INVINCIBLE }; + //enum BoosterType { SPEED, HEAL, DAMAGE, INVINCIBLE }; Player(const Vector3f& position, float rotX = 0, float rotY = 0); ~Player(); @@ -19,8 +21,9 @@ public: void TurnLeftRight(float value, float sensitivity); void TurnTopBottom(float value, float sensitivity); Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime); - Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime); - void GetBooster(Booster boosttype); + Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]); + void TakeBooster(Booster booster_table[], float elapsedTime); + void GetBooster(BOOST_TYPE boosttype, float elapsedTime); void RemoveBooster(float elapsedtime); void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const; @@ -50,9 +53,9 @@ public: bool Eulogy = false; - bool boostspeed; - bool boostdamage; - bool boostinvincible; + bool boostspeed = false; + bool boostdamage = false; + bool boostinvincible = false; private: uint64_t getId() const; @@ -77,7 +80,6 @@ protected: bool m_airborne; - Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now); }; #endif //_PLAYER_H__ diff --git a/SQCSim2021/SQCSim2021.vcxproj b/SQCSim2021/SQCSim2021.vcxproj index 661f995..972742e 100644 --- a/SQCSim2021/SQCSim2021.vcxproj +++ b/SQCSim2021/SQCSim2021.vcxproj @@ -20,7 +20,6 @@ - @@ -38,7 +37,6 @@ - diff --git a/SQCSim2021/SQCSim2021.vcxproj.filters b/SQCSim2021/SQCSim2021.vcxproj.filters index 417ba37..ac1e31c 100644 --- a/SQCSim2021/SQCSim2021.vcxproj.filters +++ b/SQCSim2021/SQCSim2021.vcxproj.filters @@ -53,9 +53,6 @@ Fichiers d%27en-tête - - Fichiers d%27en-tête - Fichiers d%27en-tête @@ -103,9 +100,6 @@ Fichiers sources - - Fichiers sources - Fichiers sources diff --git a/SQCSim2021/booster.cpp b/SQCSim2021/booster.cpp deleted file mode 100644 index 4e7417f..0000000 --- a/SQCSim2021/booster.cpp +++ /dev/null @@ -1,46 +0,0 @@ -#include "booster.h" - -void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran) -{ - // - //Vector3f playerToQuad = m_player.GetPosition() - m_position; - //playerToQuad.Normalize(); - //Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f; - //Matrix4f rotationMatrix; - //rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0)); - //glMultMatrixf(rotationMatrix.GetInternalValues()); - float x = pos.x; - float y = pos.y; - float z = pos.z; - float width = 1.0f; - float height = 1.0f; - //Pt override les collisions.. a ce point la je sais pas quoi faire - - //Matrix4 mat4 = tran.GetMatrix(); - //mat4 VP = pMatrix * vMatrix; - //Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31()); - //Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32()); - - //Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width); - //Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width); - //Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width); - //Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width); - - //tran.ApplyTranslation(m_position); - float u, v, w, h; - //glDisable(GL_DEPTH_TEST); - shader.Use(); - textureAtlas.Bind(); - textureAtlas.TextureIndexToCoord(8, u, v, w, h); - //glLoadIdentity(); - glLoadMatrixf(tran.GetMatrix().GetInternalValues()); - glBegin(GL_QUADS); - glTexCoord2f(u, v); glVertex3f(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0); - glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0); - glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0); - glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0); - glEnd(); - shader.Disable(); - //tran.ApplyTranslation(-m_position); - //glEnable(GL_DEPTH_TEST); -} diff --git a/SQCSim2021/booster.h b/SQCSim2021/booster.h deleted file mode 100644 index e06f2b4..0000000 --- a/SQCSim2021/booster.h +++ /dev/null @@ -1,14 +0,0 @@ -#ifndef BOOSTER_H__ -#define BOOSTER_H__ -#include "define.h" -#include "textureatlas.h" -#include "shader.h" -#include "../SQCSim-common/vector3.h" -#include "../SQCSim-common/transformation.h" - - -class Booster { -public: - void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran); -}; -#endif diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index 18e0672..94f21b1 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -78,7 +78,6 @@ void Engine::LoadResource() { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; abort(); } - 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); @@ -124,15 +123,15 @@ void Engine::LoadResource() { LoadTexture(m_textureMenuQuit, TEXTURE_PATH "menus/buttons/main/mainQuit.png", false); LoadTexture(m_textureMenuSingle, TEXTURE_PATH "menus/buttons/main/mainSingle.png", false); - TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); - TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); - TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); - TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); - TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png"); - TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png"); - TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png"); - TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png"); - TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png"); + TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); //0 + TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); //1 + TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); //2 + TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); //3 + TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png"); //4 + TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png"); //5 + TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png"); //6 + TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png"); //7 + TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png"); //8 //AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM @@ -1308,6 +1307,8 @@ void Engine::Render(float elapsedTime) { } if (m_gamestate == GameState::PAUSE) { + booster_table[0] = Booster({ 215, 15, 195 }, BTYPE_SPEED); + booster_table[1] = Booster({ 213, 15, 195 }, BTYPE_HEAL); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); @@ -1349,7 +1350,7 @@ void Engine::Render(float elapsedTime) { static bool leftright = false; if (pollTime >= .005f) { - 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); + 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, booster_table); switch (snd) { case Player::Sound::STEP: if (leftright) @@ -1428,10 +1429,19 @@ void Engine::Render(float elapsedTime) { } } } - m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); - glDisable(GL_BLEND); + glDisable(GL_CULL_FACE); + for (Booster booster : booster_table) { + m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, booster); + } + glEnable(GL_CULL_FACE); + + 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_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); glEnable(GL_BLEND); diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index 257af00..b16b73d 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -14,6 +14,7 @@ #include "../SQCSim-common/world.h" #include "../SQCSim-common/transformation.h" #include "../SQCSim-common/player.h" +#include "../SQCSim-common/booster.h" #include "define.h" #include "openglcontext.h" #include "texture.h" @@ -24,13 +25,15 @@ #include "connector.h" #include "renderer.h" #include "remoteplayer.h" -#include "booster.h" #include "settings.h" class Engine : public OpenglContext { public: Engine(); virtual ~Engine(); + + + virtual void Init(); virtual void DeInit(); virtual void LoadResource(); @@ -39,8 +42,8 @@ public: virtual void KeyPressEvent(unsigned char key); virtual void KeyReleaseEvent(unsigned char key); virtual void MouseMoveEvent(int x, int y); - virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y); - virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); + virtual void MousePressEvent(const MOUSE_BUTTON& button, int x, int y); + virtual void MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y); private: int GetFps(float elapsedTime) const; @@ -56,6 +59,7 @@ private: void KillNotification(Player killer, Player killed); void DisplayNotification(std::string message); + void DisplayCrosshair(); void DisplayPovGun(); void DisplayCurrentItem(); @@ -103,10 +107,9 @@ private: Renderer m_renderer = Renderer(); - Booster m_booster = Booster(); + Booster booster_table[NB_BOOST]; BlockInfo* m_blockinfo[BTYPE_LAST]; BoostInfo* m_boostinfo[BTYPE_BOOST_LAST]; - GameState m_gamestate = GameState::SPLASH; Shader m_shader01; @@ -169,9 +172,12 @@ private: float m_splashTime = 2.0f; float m_scale; float m_time = 0; + float m_titleX = 0; float m_titleY = 0; + + int m_renderCount = 0; int m_countdown = COUNTDOWN; int m_nbReductionChunk = 4; @@ -186,7 +192,7 @@ private: bool m_selectedOptAudioMainBar = false; bool m_selectedOptAudioMusicBar = false; - bool m_selectedOptAudioSfxBar = false; + bool m_selectedOptAudioSfxBar = false; bool m_selectedGameplaySensitivityBar = false; bool m_damage = false; @@ -220,9 +226,10 @@ private: bool m_singleReady = false; bool m_multiReady = false; - + bool m_key1 = false; bool m_key2 = false; + bool m_keyK = false; bool m_keyL = false; bool m_keyW = false; @@ -244,7 +251,7 @@ private: float m_mousemy = 0; bool m_networkgame = false; - + Connector m_conn; std::deque m_chunkmod_manifest; std::chrono::high_resolution_clock::time_point m_startTime; @@ -258,4 +265,4 @@ private: std::string m_messageNotification = ""; }; -#endif // ENGINE_H__ +#endif // ENGINE_H__ \ No newline at end of file diff --git a/SQCSim2021/renderer.cpp b/SQCSim2021/renderer.cpp index 3e5fc97..31440a6 100644 --- a/SQCSim2021/renderer.cpp +++ b/SQCSim2021/renderer.cpp @@ -120,7 +120,7 @@ void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& play glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); unsigned int sx, sy, cx, cy; - origin->GetScope(sx,sy); + origin->GetScope(sx, sy); for (int index = 0; index < rendercount; ++index) { int chx = (renderManifest[index].x - sx) * CHUNK_SIZE_X, chy = (renderManifest[index].z - sy) * CHUNK_SIZE_Z; @@ -129,9 +129,9 @@ void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& play glLoadMatrixf(world.GetMatrix().GetInternalValues()); float blcolor = renderManifest[index].y / (VIEW_DISTANCE / 50.f); glBlendColor(blcolor, blcolor, blcolor, 1.f); - origin->ChunkAt(chx, 1, chy)->GetPosition(cx,cy); + origin->ChunkAt(chx, 1, chy)->GetPosition(cx, cy); if (m_meshes.Get(cx - sx, cy - sy)) - m_meshes.Get(cx - sx, cy -sy)->Render(); + m_meshes.Get(cx - sx, cy - sy)->Render(); world.ApplyTranslation(-chx, 0, -chy); } shader.Disable(); @@ -147,7 +147,7 @@ void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* bloc int threads = 0; std::future updateThList[THREADS_UPDATE_CHUNKS]; - unsigned int mx = 0 , my = 0, sx, sy; + unsigned int mx = 0, my = 0, sx, sy; origin->GetScope(sx, sy); @@ -244,27 +244,75 @@ void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* bloc } } -void Renderer::RenderBillboard(const Vector3f pos, TextureAtlas textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran) +void Renderer::RenderBooster(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player, Booster booster) { - //float x = pos.x; - //float y = pos.y; - //float z = pos.z; - //float width = 1.0f; - //float height = 1.0f; + if (booster.GetAvailability() == true) + { + float width = 1.f; + float height = 1.f; - //float u, v, w, h; - //shader.Use(); - //textureAtlas.Bind(); - //textureAtlas.TextureIndexToCoord(idx, u, v, w, h); + Vector3f DiffCam = booster.GetPosition() - player.GetPosition(); + Vector3f UpCam = Vector3f(0.f, 1.f, 0.f); - //glLoadMatrixf(tran.GetMatrix().GetInternalValues()); - //glBegin(GL_QUADS); - //glTexCoord2f(u, v); glVertex3f(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0); - //glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0); - //glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0); - //glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0); - //glEnd(); - //shader.Disable(); + Vector3f CrossA = DiffCam.Cross(UpCam); + Vector3f CrossB = DiffCam.Cross(CrossA); + + CrossA.Normalize(); + CrossB.Normalize(); + + Vector3f playerPosition = booster.GetPosition() + Vector3f(0.f, -.75f, 0.f); + + Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height); + Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height); + Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height); + Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height); + + int index; + BOOST_TYPE type = booster.GetType(); + + switch (type) + { + case BTYPE_HEAL: + index = 5; + break; + case BTYPE_DAMAGE: + index = 6; + break; + case BTYPE_SPEED: + index = 7; + break; + case BTYPE_INVINCIBLE: + index = 8; + break; + default: + index = 1; + break; + } + float u, v, w, h; + + shader.Use(); + textureAtlas.Bind(); + textureAtlas.TextureIndexToCoord(index, u, v, w, h); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + glLoadMatrixf(tran.GetMatrix().GetInternalValues()); + glBegin(GL_QUADS); + glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z); + glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z); + glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z); + glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z); + + glEnd(); + + glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); + glBlendEquation(GL_FUNC_SUBTRACT); + glDisable(GL_BLEND); + + shader.Disable(); + } } diff --git a/SQCSim2021/renderer.h b/SQCSim2021/renderer.h index 5a13709..12df11c 100644 --- a/SQCSim2021/renderer.h +++ b/SQCSim2021/renderer.h @@ -29,7 +29,7 @@ public: void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]); - void RenderBillboard(const Vector3f pos, TextureAtlas textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran); + void RenderBooster(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player, Booster booster); void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation world, Shader& shader, TextureAtlas& atlas) const; void RenderPlayer(Player* player, Transformation tran) const;