Ajout des TextureAtlas et affichage de RemotePlayer
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@@ -1,5 +1,7 @@
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#include "engine.h"
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#include <algorithm>
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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#include <chrono>
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#include <thread>
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@@ -449,6 +451,37 @@ void Engine::LoadResource() {
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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//JUMP
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//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
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//STILL
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//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
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//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
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//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
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//SHOOTINGSTILL
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//SHOOTINGJUMP
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if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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}
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if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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@@ -464,6 +497,9 @@ void Engine::LoadResource() {
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
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@@ -1146,7 +1182,7 @@ void Engine::Render(float elapsedTime) {
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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