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;