Merge branch 'master' into SQC-09

This commit is contained in:
MarcEricMartel
2023-10-16 16:35:26 -04:00
858 changed files with 123797 additions and 1044 deletions

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@@ -19,46 +19,39 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClInclude Include="array2d.h" />
<ClInclude Include="array3d.h" />
<ClInclude Include="audio.h" />
<ClInclude Include="blockinfo.h" />
<ClInclude Include="bullet.h" />
<ClInclude Include="chunk.h" />
<ClInclude Include="connector.h" />
<ClInclude Include="define.h" />
<ClInclude Include="engine.h" />
<ClInclude Include="matrix4.h" />
<ClInclude Include="mesh.h" />
<ClInclude Include="openglcontext.h" />
<ClInclude Include="opensimplex.h" />
<ClInclude Include="player.h" />
<ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" />
<ClInclude Include="texture.h" />
<ClInclude Include="textureatlas.h" />
<ClInclude Include="tool.h" />
<ClInclude Include="transformation.h" />
<ClInclude Include="vector3.h" />
<ClInclude Include="vertexbuffer.h" />
<ClInclude Include="world.h" />
<ClInclude Include="worldrenderer.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="audio.cpp" />
<ClCompile Include="blockinfo.cpp" />
<ClCompile Include="bullet.cpp" />
<ClCompile Include="chunk.cpp" />
<ClCompile Include="connector.cpp" />
<ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="mesh.cpp" />
<ClCompile Include="openglcontext.cpp" />
<ClCompile Include="opensimplex.cpp" />
<ClCompile Include="player.cpp" />
<ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" />
<ClCompile Include="textureatlas.cpp" />
<ClCompile Include="tool.cpp" />
<ClCompile Include="transformation.cpp" />
<ClCompile Include="vertexbuffer.cpp" />
<ClCompile Include="world.cpp" />
<ClCompile Include="worldrenderer.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
<Project>{ee91ab12-4225-4a4d-931d-69d72f6d91fb}</Project>
</ProjectReference>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{A21FD938-1FEA-4687-AB86-0EABAC30877B}</ProjectGuid>
@@ -112,8 +105,8 @@
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<IncludePath>external\irrKlang-1.6.0\include;external\glew170\include;external\devil178\include;external\sfml23\include;$(IncludePath)</IncludePath>
<LibraryPath>external\glew170\lib;external\devil178\lib;external\sfml23\lib;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil180\include;external\sfml251-32\include;$(IncludePath)</IncludePath>
<LibraryPath>external\glew210\lib\Release\Win32;external\sfml251-32\lib;external\devil180\lib\x86\Release;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
@@ -122,8 +115,8 @@
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>external\irrKlang-1.6.0\include;external\sfml23\include;external\devil178\include;external\glew170\include;$(IncludePath)</IncludePath>
<LibraryPath>external\sfml23\lib;external\devil178\lib;external\glew170\lib;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251-32\include;external\glew210\include;$(IncludePath)</IncludePath>
<LibraryPath>external\sfml251-32\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
@@ -175,8 +168,8 @@
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
@@ -197,8 +190,8 @@
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>

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@@ -11,51 +11,21 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="array3d.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="blockinfo.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="chunk.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="define.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="engine.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="matrix4.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="openglcontext.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="texture.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="transformation.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="vector3.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="player.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="shader.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="tool.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="vertexbuffer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="array2d.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="skybox.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
@@ -65,23 +35,23 @@
<ClInclude Include="textureatlas.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="world.h">
<ClInclude Include="connector.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="bullet.h">
<ClInclude Include="openglcontext.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="opensimplex.h">
<ClInclude Include="tool.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="mesh.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="worldrenderer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="blockinfo.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="chunk.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="engine.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
@@ -94,18 +64,9 @@
<ClCompile Include="texture.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="transformation.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="player.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="shader.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="tool.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="vertexbuffer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
@@ -118,13 +79,16 @@
<ClCompile Include="textureatlas.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="world.cpp">
<ClCompile Include="connector.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="bullet.cpp">
<ClCompile Include="tool.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="opensimplex.cpp">
<ClCompile Include="mesh.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="worldrenderer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>

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@@ -1,61 +0,0 @@
#ifndef ARRAY2D_H__
#define ARRAY2D_H__
#include "define.h"
template <class T>
class Array2d {
public:
Array2d(int x, int y);
~Array2d();
Array2d(const Array2d& array);
void Set(int x, int y, T type);
T Get(int x, int y) const;
T Remove(int x, int y);
void Reset(T type);
private:
int m_x, m_y;
T* m_array;
int To1dIndex(int x, int y) const;
};
template <class T>
Array2d<T>::Array2d(int x, int y) : m_x(x), m_y(y) { m_array = new T[m_x * m_y]; }
template <class T>
Array2d<T>::~Array2d() { delete[] m_array; }
template <class T>
Array2d<T>::Array2d(const Array2d<T>& array) : m_x(array.m_x), m_y(array.m_y) {
m_array = new T[m_x * m_y];
for (int i = 0; i < m_x * m_y; ++i)
m_array[i] = array.m_array[i];
}
template <class T>
void Array2d<T>::Set(int x, int y, T type) { m_array[To1dIndex(x, y)] = type; }
template <class T>
T Array2d<T>::Get(int x, int y) const { return m_array[To1dIndex(x, y)]; }
template <class T>
T Array2d<T>::Remove(int x, int y) {
T thing = std::move(m_array[To1dIndex(x, y)]);
m_array[To1dIndex(x, y)] = nullptr;
return thing;
}
template <class T>
void Array2d<T>::Reset(T type) {
for (int i = 0; i < m_x * m_y; ++i)
m_array[i] = type;
}
template <class T>
int Array2d<T>::To1dIndex(int x, int y) const { return x + (y * m_x); }
#endif // ARRAY2D_H__

View File

@@ -1,55 +0,0 @@
#ifndef ARRAY3D_H__
#define ARRAY3D_H__
#include "define.h"
template <class T>
class Array3d {
public:
Array3d(int x, int y, int z);
~Array3d();
Array3d(const Array3d& array);
void Set(int x, int y, int z, T type);
T Get(int x, int y, int z) const;
void Reset(T type);
private:
int m_x, m_y, m_z;
T* m_array;
int To1dIndex(int x, int y, int z) const;
};
template <class T>
Array3d<T>::Array3d(int x, int y, int z) : m_x(x), m_y(y), m_z(z) { m_array = new T[m_x * m_y * m_z]; }
template <class T>
Array3d<T>::~Array3d() { delete[] m_array; }
template <class T>
Array3d<T>::Array3d(const Array3d<T>& array) : m_x(array.m_x), m_y(array.m_y), m_z(array.m_z) {
m_array = new T[m_x * m_y * m_z];
for (int i = 0; i < m_x * m_y * m_z; ++i)
m_array[i] = array.m_array[i];
}
template <class T>
void Array3d<T>::Set(int x, int y, int z, T type) {
m_array[To1dIndex(x, y, z)] = type;
}
template <class T>
T Array3d<T>::Get(int x, int y, int z) const { return m_array[To1dIndex(x, y, z)]; }
template <class T>
void Array3d<T>::Reset(T type) {
for (int i = 0; i < m_x * m_y * m_z; ++i)
m_array[i] = type;
}
template <class T>
int Array3d<T>::To1dIndex(int x, int y, int z) const { return x + (z * m_x) + (y * m_z * m_x); }
#endif // ARRAY3D_H__

View File

@@ -14,7 +14,7 @@ Audio::Audio(const char * music) {
m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(1);
m_engine->setDefault3DSoundMaxDistance(1000);
m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
}
Audio::~Audio() {
@@ -40,9 +40,9 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
sound->setVolume(volume);
}
void Audio::PlaySong(const char* music) {
m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
}
//void Audio::PlaySong(const char* music) {
// m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING);
//}
void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }

View File

@@ -3,8 +3,8 @@
#include <irrKlang.h>
#include <ik_ISoundSource.h>
#include "../SQCSim-common/vector3.h"
#include "define.h"
#include "vector3.h"
class Audio {
private:
@@ -22,7 +22,7 @@ public:
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
void PlaySong(const char* music);
//void PlaySong(const char* music);
void ToggleMusicState();

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@@ -1,42 +0,0 @@
#include "blockinfo.h"
#include <iostream>
BlockInfo::BlockInfo(BlockType type, const std::string& name, float u, float v, float s, int dur) : m_type(type), m_name(name), m_u(u), m_v(v), m_s(s), m_durability(dur)
{
}
BlockInfo::~BlockInfo()
{
}
BlockType BlockInfo::GetType() const
{
return m_type;
}
void BlockInfo::SetDurability(int durability)
{
m_durability = durability;
}
int BlockInfo::GetDurability() const
{
return m_durability;
}
void BlockInfo::GetTexture(float& u, float& v, float& s)
{
u = m_u;
v = m_v;
s = m_s;
}
void BlockInfo::Show() const
{
std::cout << "Type: " << m_type << std::endl;
std::cout << "Nom: " << m_name << std::endl;
std::cout << "Durabilite: " << m_durability << std::endl;
std::cout << "Coordonnees Texture: " << m_u << ", " << m_v << ", " << m_s << std::endl;
}

View File

@@ -1,32 +0,0 @@
#ifndef BLOCKINFO_H__
#define BLOCKINFO_H__
#include <string>
#include "define.h"
class BlockInfo
{
public:
BlockInfo(BlockType type, const std::string& name, float u, float v, float s, int dur);
~BlockInfo();
BlockType GetType() const;
void SetDurability(int durability);
int GetDurability() const;
void GetTexture(float& u, float& v, float& s);
void Show() const;
private:
BlockType m_type;
float m_u;
float m_v;
float m_s;
std::string m_name;
int m_durability;
};
#endif // BLOCKINFO_H__

View File

@@ -1,32 +0,0 @@
#include "bullet.h"
#include "world.h"
Bullet::Bullet(Player& player) {
m_startpos = m_currentpos = player.GetPOV() + player.GetDirection();
m_velocity = player.GetDirection();
}
Bullet::~Bullet() {}
bool Bullet::Update(World* world, Transformation& tran, float elapsedtime) {
for (int x = 0; x < 1000; ++x) {
m_currentpos += m_velocity * elapsedtime;
if (!world->ChunkAt(m_currentpos))
return true;
else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
return true;
}
else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
}
return false;
}
void Bullet::Transpose(int& x, int& z) {
m_currentpos.x -= x * CHUNK_SIZE_X;
m_currentpos.z -= z * CHUNK_SIZE_Z;
m_startpos.x -= x * CHUNK_SIZE_X;
m_startpos.z -= z * CHUNK_SIZE_Z;
}

View File

@@ -1,27 +0,0 @@
#ifndef BULLET_H__
#define BULLET_H__
#include "audio.h"
#include "player.h"
#include "vertexbuffer.h"
#include "texture.h"
class World;
class Bullet {
public:
Bullet(Player& player);
~Bullet();
bool Update(World* world, Transformation& tran, float elapsedtime);
void Transpose(int& x, int& z);
private:
Vector3f m_startpos;
Vector3f m_currentpos;
Vector3f m_velocity;
};
#endif // BULLET_H__

View File

@@ -1,234 +0,0 @@
#include "chunk.h"
#include "world.h"
Chunk::Chunk(unsigned int x, unsigned int y) : m_posX(x), m_posY(y) {
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
//pos << CHUNK_PATH << x << '_' << y << ".chunk";
//std::ifstream input(pos.str(), std::fstream::binary);
//if (input.fail()) {
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(SEED);
m_blocks.Reset(BTYPE_AIR);
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4096.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4096.;
double height = 0;
for (int x = 0; x < 39; ++x) {
height += simplex.eval(xnoiz, ynoiz);
height *= .79;
xnoiz *= 1.139;
ynoiz *= 1.139;
}
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9);
height += 15.;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy)
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.;
float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
}
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 13; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
}
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
// float xnoiz, ynoiz;
// xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / 256.;
// ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / 256.;
// bool tree = (int)(abs(simplex.eval(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
// for (int iy = 0; iy < CHUNK_SIZE_Y - 10; ++iy)
// if (GetBlock(ix, iy, iz) == BTYPE_AIR)
// if (GetBlock(ix, iy - 1, iz) == BTYPE_GRASS)
// if (tree) {
// for (int i = 0; i < (int)(abs(simplex.eval(xnoiz, ynoiz) * 4)) % 42 + 1; ++i)
// SetBlock(ix, iy + i, iz, BTYPE_DIRT, nullptr);
// break;
// }
// }
/* }
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
input.read(data, size);
input.close();
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
}*/
}
Chunk::~Chunk() {
/*if (m_isModified) {
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z)
for (int y = 0; y < CHUNK_SIZE_Y; ++y)
data[x + (z * CHUNK_SIZE_X) + (y * CHUNK_SIZE_Z * CHUNK_SIZE_X)] = (char)GetBlock(x, y, z);
std::ostringstream pos;
pos << CHUNK_PATH << m_posX << '_' << m_posY << ".chunk";
std::ofstream output(pos.str(), std::fstream::binary);
output.write(data, sizeof(data));
output.close();
}*/
}
void Chunk::RemoveBlock(int x, int y, int z, World* world) {
m_blocks.Set(x, y, z, BTYPE_AIR);
CheckNeighbors(x, y, world);
m_isDirty = true;
}
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type);
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<>rifier les chunks voisines.
m_isDirty = true;
}
BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); }
void Chunk::CheckNeighbors(unsigned int x, unsigned int z, World* world) {
unsigned int cx, cy;
world->GetScope(cx, cy);
if (x == 0 && m_posX - cx >= 0 &&
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
else if (x == CHUNK_SIZE_X - 1 && m_posX - cx < WORLD_SIZE_X &&
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
if (z == 0 && m_posY - cy >= 0 &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z)->MakeDirty();
else if (z == CHUNK_SIZE_X - 1 && m_posY - cy < WORLD_SIZE_Y &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z)->MakeDirty();
}
void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; }
void Chunk::FlushMeshToVBO() {
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
m_vcount = 0;
delete[] m_vd;
}
void Chunk::FlushVBO() {
m_vertexBuffer.Flush();
}
void Chunk::Update(BlockInfo* blockinfo[BTYPE_LAST], World* world) {
float u, v, s;
// Update mesh
if (m_isDirty) {
int maxVertexCount = (CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z) * (6 * 4);
m_vd = new VertexBuffer::VertexData[maxVertexCount];
m_vcount = 0;
for (int x = 0; x < CHUNK_SIZE_X; ++x) {
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
for (int y = 0; y < CHUNK_SIZE_Y; ++y) {
if (m_vcount > USHRT_MAX)
break;
BlockType bt = GetBlock(x, y, z);
if (bt != BTYPE_AIR) {
blockinfo[bt]->GetTexture(u, v, s);
AddBlockToMesh(m_vd, m_vcount, bt, x, y, z, u, v, s, world);
}
}
}
}
if (m_vcount > USHRT_MAX) {
m_vcount = USHRT_MAX;
std::cout << "[ Chunk :: Update ] Chunk data truncaned , too much vertices to have a 16 bit index " << std::endl;
}
}
m_isDirty = false;
}
void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt,
int x, int y, int z, float u, float v, float s, World* world) {
unsigned int cex, cey;
world->GetScope(cex, cey);
int cx = x + (m_posX - cex) * CHUNK_SIZE_X, cy = z + (m_posY - cey) * CHUNK_SIZE_Z;
if (y == CHUNK_SIZE_Y - 1 || GetBlock(x, y + 1, z) == BTYPE_AIR) { // y
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .8f, .8f, .8f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .8f, .8f, .8f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .8f, .8f, .8f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .8f, .8f, .8f, u + s, v);
}
if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .2f, .2f, .2f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y, z, .2f, .2f, .2f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .2f, .2f, .2f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .2f, .2f, .2f, u + s, v);
}
if (world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) { // x
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v);
}
if (world->BlockAt(cx - 1, y, cy) == BTYPE_AIR) { // -x
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .5f, .5f, .5f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .5f, .5f, .5f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y, z, .5f, .5f, .5f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .5f, .5f, .5f, u, v);
}
if (world->BlockAt(cx, y, cy + 1) == BTYPE_AIR) { // z
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .4f, .4f, .4f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .4f, .4f, .4f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .4f, .4f, .4f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .4f, .4f, .4f, u, v + s);
}
if (world->BlockAt(cx, y, cy - 1) == BTYPE_AIR) { // -z
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z , 1.f, 1.f, 1.f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z , 1.f, 1.f, 1.f, u, v);
}
}
void Chunk::Render() const { m_vertexBuffer.Render(); }
bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; }
void Chunk::MakeModified() { m_isModified = true; }

View File

@@ -1,49 +0,0 @@
#ifndef CHUNK_H__
#define CHUNK_H__
#include "define.h"
#include "array3d.h"
#include "array2d.h"
#include "vertexbuffer.h"
#include "blockinfo.h"
#include "opensimplex.h"
class World;
class Chunk {
private:
Array3d<BlockType> m_blocks = Array3d<BlockType>(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z);
VertexBuffer m_vertexBuffer;
bool m_isDirty = true;
bool m_isModified = false;
unsigned int m_posX; // Position du chunk dans l'array constituant le monde.
unsigned int m_posY;
VertexBuffer::VertexData* m_vd;
int m_vcount;
void AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s, World* world);
public:
Chunk(unsigned int x, unsigned int y);
~Chunk();
void RemoveBlock(int x, int y, int z, World* world);
void SetBlock(int x, int y, int z, BlockType type, World* world);
BlockType GetBlock(int x, int y, int z);
void CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const;
void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world);
void FlushMeshToVBO();
void FlushVBO();
void Render() const;
bool IsDirty() const;
void MakeDirty();
void MakeModified();
};
#endif // CHUNK_H__

101
SQCSim2021/connector.cpp Normal file
View File

@@ -0,0 +1,101 @@
#include "connector.h"
Connector::Connector() {}
Connector::~Connector() {}
int Connector::Init() {
#ifdef _WIN32
if (WSAStartup(MAKEWORD(2, 2), &m_wsaData) != 0) { /* Initialisation de l'environnement reseau (Windows only) */
std::cout << "Initialisation WinSock." << std::endl;
return 1;
}
#endif
m_sock_udp = socket(AF_INET, SOCK_DGRAM, 0);
if (m_sock_udp == INVALID_SOCKET) { /* Creation du socket UDP */
std::cout << "Creation Socket UDP." << std::endl;
return 2;
}
m_sock_tcp = socket(AF_INET, SOCK_STREAM, 0);
if (m_sock_tcp == INVALID_SOCKET) { /* Creation du socket TCP */
std::cout << "Creation Socket TCP." << std::endl;
return 3;
}
/* Creation structure donnes descripteur du socket serveur */
sockaddr_in addr;
addr.sin_family = AF_INET;
addr.sin_port = htons(CLI_PORT);
addr.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(m_sock_udp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket UDP au port */
std::cout << "Association Socket UDP." << std::endl;
return 4;
}
if (bind(m_sock_tcp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket TCP au port */
std::cout << "Association Socket TCP." << std::endl;
return 5;
}
return 0;
}
int Connector::Connect(char* srv_addr, std::string name) {
sockaddr_in add;
m_srvsockaddr.sin_family = AF_INET;
m_srvsockaddr.sin_port = htons(SRV_PORT);
if (inet_pton(AF_INET, srv_addr, &m_srvsockaddr.sin_addr) <= 0) {
std::cout << "Addresse serveur invalide." << std::endl;
return 1;
}
if (connect(m_sock_tcp, (sockaddr*)&m_srvsockaddr, sizeof(m_srvsockaddr)) < 0) {
std::cout << "<EFBFBD>chec de la connexion." << std::endl;
}
char* buf = new char[150];
uint32_t buflen = 150;
netprot::LoginInfo log;
memcpy(&log.name, name.c_str(), name.size() + 1);
netprot::Serialize(&log, &buf, &buflen);
int se = send(m_sock_tcp, buf, buflen, 0);
delete[] buf;
buf = new char[150] {0};
buflen = 150;
int rpack = 0;
while (rpack < 2) {
recv(m_sock_tcp, buf, buflen, 0);
switch (netprot::getType(buf, buflen)) {
case netprot::PACKET_TYPE::LOGINF:
if (!netprot::Deserialize(&m_loginfo, buf, buflen)) {
std::cout << "Packet LoginInfo invalide." << std::endl;
return 2;
}
++rpack;
break;
case netprot::PACKET_TYPE::GAMEINFO:
if (!netprot::Deserialize(&m_gameinfo, buf, buflen)) {
std::cout << "Packet GameInfo invalide." << std::endl;
return 3;
}
++rpack;
break;
default:
std::cout << "Packet invalide." << std::endl;
break;
}
}
return 0;
}
uint64_t Connector::getId() const { return m_loginfo.sid; }
unsigned int Connector::getSeed() const { return m_gameinfo.seed; }

36
SQCSim2021/connector.h Normal file
View File

@@ -0,0 +1,36 @@
#ifndef CONNECTOR_H__
#define CONNECTOR_H__
#include <stdlib.h>
#include "../SQCSim-common/netprotocol.h"
#include "define.h"
class Connector {
public:
Connector();
~Connector();
int Init();
int Connect(char* srv_addr, std::string name);
uint64_t getId() const;
unsigned int getSeed() const;
//void SendInput();
//int Sync();
private:
#ifdef _WIN32
WSADATA m_wsaData;
#endif
std::map<Timestamp, netprot::Input> m_inputmanifest;
std::map<uint64_t, netprot::PlayerInfo> m_players;
std::map<uint64_t, netprot::TeamInfo> m_teams;
netprot::LoginInfo m_loginfo;
netprot::GameInfo m_gameinfo;
sockaddr_in m_srvsockaddr;
SOCKET m_sock_udp = 0,
m_sock_tcp = 0;
};
#endif

View File

@@ -1,65 +1,27 @@
#ifndef DEFINE_H__
#define DEFINE_H__
#ifndef CLI_DEFINE_H__
#define CLI_DEFINE_H__
//#define SFML_STATIC true
#include <iostream>
#include <chrono>
#include <iomanip>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
#include "../SQCSim-common/define.h"
#ifdef _WIN32
#include <windows.h>
#include <GL/glew.h>
#include <gl/GL.h>
#include <gl/GLU.h>
#endif
#define CHUNK_SIZE_X 16
#define CHUNK_SIZE_Y 128
#define CHUNK_SIZE_Z 16
#define MAX_SELECTION_DISTANCE 5
#define SEED 12345
#define NETWORK_TEST false
#define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300
#ifdef _DEBUG
#define WORLD_SIZE_X 64
#define WORLD_SIZE_Y 64
#define FRAMES_RENDER_CHUNKS 4
#define FRAMES_UPDATE_CHUNKS 4
#define FRAMES_DELETE_CHUNKS 4
#define THREADS_GENERATE_CHUNKS 1
#define THREADS_UPDATE_CHUNKS 1
#define THREADS_DELETE_CHUNKS 1
#define VIEW_DISTANCE 256
#define TEXTURE_SIZE 128
#define MAX_BULLETS 64
#endif
#ifdef NDEBUG
#define WORLD_SIZE_X 16
#define WORLD_SIZE_Y 16
#define FRAMES_RENDER_CHUNKS 1
#define FRAMES_UPDATE_CHUNKS 1
#define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 12
#define THREADS_UPDATE_CHUNKS 5
#define THREADS_DELETE_CHUNKS 2
#define VIEW_DISTANCE 1024
#define TEXTURE_SIZE 512
#define MAX_BULLETS 512
#endif
typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
//#define TEXTURE_PATH "../SQCSim2021/media/textures/"
//#define SHADER_PATH "../SQCSim2021/media/shaders/"
//#define AUDIO_PATH "../SQCSim2021/media/audio/"
//#define CHUNK_PATH "../SQCSim2021/media/chunks/"
#define BASE_WIDTH 1920
#define BASE_HEIGHT 1080
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"

View File

@@ -1,12 +1,26 @@
#include "engine.h"
#include <algorithm>
#include <cmath>
#include "transformation.h"
#include "player.h"
Engine::Engine() { }
#include <iostream>
#include <chrono>
#include <thread>
#include <queue>
Engine::~Engine() {
// Define a structure to represent notifications
struct Notification {
std::string message;
float displayStartTime = 0.0f;
};
// Use a queue to manage notifications
//std::queue<Notification> notificationQueue;
// Use a vector to manage notifications
std::vector<Notification> notifications;
Engine::Engine() {}
Engine::~Engine() {
m_world.CleanUpWorld(m_renderCount, true);
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
@@ -214,33 +228,51 @@ void Engine::Init() {
}
glDisable(GL_FRAMEBUFFER_SRGB);
glClearColor(0.f, 0.f, 0.f, 1.f);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
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);
//
// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f);
// Objet de musique!
m_audio.ToggleMusicState();
//m_audio.ToggleMusicState();
// Array pour les balles.
for (int x = 0; x < MAX_BULLETS; ++x)
m_bullets[x] = nullptr;
uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques";
if (NETWORK_TEST) { // Test connexion r<>seau.
if (!m_conn.Init()) {
if (!m_conn.Connect(SRV_ADDR, playname)) {
// setup jeu en r<>seau.
std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
seed = m_conn.getSeed();
}
else std::cout << "Erreur de connexion." << std::endl;
}
else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
}
m_world.SetSeed(seed);
// Init Chunks
m_world.GetChunks().Reset(nullptr);
@@ -249,12 +281,14 @@ void Engine::Init() {
HideCursor();
}
void Engine::DeInit() { }
void Engine::DeInit() {}
void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
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);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
@@ -294,102 +328,327 @@ void Engine::LoadResource() {
void Engine::UnloadResource() {}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
// Setter le blend function , tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glColor4f(1.f, 1.f, 1.f, 1.f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
void Engine::SystemNotification(std::string systemLog) {
std::string message = "";
// Bind de la texture pour le font
message = systemLog;
DisplayNotification(message);
}
void Engine::KillNotification(Player killer, Player killed) {
std::string message = "";
message = killed.GetUsername() + " killed by -> " + killer.GetUsername();
DisplayNotification(message);
}
void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) {
message = message.substr(0, 45);
}
// Create a new notification and add it to the queue
Notification newNotification;
newNotification.message = message;
newNotification.displayStartTime = m_time;
notifications.push_back(newNotification);
}
// Add a method to process the notification queue
void Engine::ProcessNotificationQueue() {
m_textureFont.Bind();
std::ostringstream ss;
ss << " Fps : " << GetFps(elapsedTime);
PrintText(10, Height() - 25, ss.str());
ss.str("");
ss << " Rendered Chunks : " << m_renderCount;
PrintText(10, Height() - 35, ss.str());
ss.str("");
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(10, Height() - 45, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(10, 10, ss.str());
ss.str("");
ss << " Direction : " << m_player.GetDirection();
PrintText(10, 20, ss.str());
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(10, 30, ss.str());
ss.str("");
ss << " Block : ";
if (bloc == BTYPE_LAST)
ss << "Weapon.";
else ss << (int)bloc;
PrintText(10, 40, ss.str());
float scale = GetScale();
unsigned int xOffset = Width() - Width() * 0.26;
unsigned int yOffset = Height() - (Height() / 2.2);
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PrintText(xOffset, y, scale, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification
}
else {
++it;
}
}
}
void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
}
void Engine::DisplayCurrentItem() {
}
void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glDisable(GL_BLEND);
// Barre HP
float fBarWidth = Width() / 4;
float fBarHeight = Height() / 25;
float fPosX = Width() / 20;
float fPosY = Height() - (Height() - (fBarHeight * 4));
float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP)
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd();
//TODO: Associer avec m<>chanique de vie du joueur
// Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd();
// Barre <20>quip
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
m_textureGun.Bind();
float margin = Width() * 0.05;
float itemWidth = Width() * 0.33;
float itemHeight = itemWidth / 2.208;
float startX = Width() - itemWidth - margin;
float startY = margin;
glTranslated(startX, startY, 0);
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glEnd();
glDisable(GL_BLEND);
// Username
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f);
float scale = GetScale();
m_textureFont.Bind();
std::ostringstream ss;
ss << m_player.GetUsername();
PrintText(fPosX, fPosY, scale, ss.str());
//Countdown
ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
}
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
float scale = GetScale();
unsigned int x = Width() / 25;
ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
ss.str("");
ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
ss.str("");
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(x, Height() / 48, scale, ss.str());
ss.str("");
ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str());
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str());
ss.str("");
ss << " Block : ";
if (bloc == BTYPE_LAST)
ss << "Weapon.";
else ss << (int)bloc;
PrintText(x, Height() / 12, scale, ss.str());
}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
// Setter le blend function, tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int timer = GetCountdown(elapsedTime);
// Appel de la fonction pour l'affichage de notifications
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
}
if (m_keyL) {
KillNotification(m_player, m_player);
m_keyL = false;
}
if (m_displayInfo) {
DisplayInfo(elapsedTime, bloc);
}
if (m_displayHud) {
DisplayHud(timer);
}
if (m_displayCrosshair) {
DisplayCrosshair();
}
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
void Engine::PrintText(float x, float y, float scale, const std::string& t) {
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f);
glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f);
glVertex2f(12, 0);
glTexCoord2f(left + .0625f, 1.f - top);
glVertex2f(12, 12);
glTexCoord2f(left, 1.f - top);
glVertex2f(0, 12);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
glEnd();
glTranslated(8, 0, 0);
glTranslated(8 * scale, 0, 0);
}
}
float Engine::GetScale() const {
float widthRatio = Width() / BASE_WIDTH;
float heightRatio = Height() / BASE_HEIGHT;
return (widthRatio + heightRatio) / 2.0f;
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown)
{
m_countdown = m_time + COUNTDOWN;
m_resetcountdown = false;
}
if (m_countdown < m_time)
Stop();
if(!m_stopcountdown)
m_time += elapsedTime;
return m_countdown - (int)m_time;
}
void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (m_gamestate == GameState::PLAY)
{
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
//static float gameTime = elapsedTime;
static float pollTime = 0;
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0;
static float bulletTime = 0;
static BlockType bloc = 1;
@@ -400,6 +659,7 @@ void Engine::Render(float elapsedTime) {
Transformation all;
Transformation skybox;
Vector3f vstep;
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
@@ -408,12 +668,26 @@ void Engine::Render(float elapsedTime) {
if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f;
if (pollTime >= .005f) {
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);
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
// son vecteur de v<>locit<69> (pour l'effet Doppler)
pollTime = 0;
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);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
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);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
leftright = !leftright;
break;
case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
break;
default: break;
}
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
// son vecteur de v<>locit<69> (pour l'effet Doppler)
pollTime = 0;
}
m_player.ApplyTransformation(all);
@@ -423,121 +697,123 @@ void Engine::Render(float elapsedTime) {
if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--;
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.
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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]) {
m_bullets[x] = new Bullet(m_player);
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player);
}
bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
}
bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
}
}
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
if (m_bullets[x])
if (m_bullets[x]->Update(&m_world, all, elapsedTime)) {
m_bullets[x]->~Bullet();
m_bullets[x] = nullptr;
}
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawHud(elapsedTime, bloc);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false;
}
}
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
{
DrawMenu();
}
else if (m_gamestate == GameState::QUIT)
Stop();
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
if (m_bullets[x])
if (m_bullets[x]->Update(&m_world, elapsedTime)) {
m_bullets[x]->~Bullet();
m_bullets[x] = nullptr;
}
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc);
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false;
}
}
void Engine::KeyPressEvent(unsigned char key) {
switch (key) {
case 36: // ESC
Stop();
break;
case 94: // F10
SetFullscreen(!IsFullscreen());
break;
case 22: // W
if (!m_keyW) {
// std::cout << "W " << std::endl;
m_keyW = true;
}
break;
case 0: // A
case 0: // A - Gauche
if (!m_keyA) {
//std::cout << "A " << std::endl;
m_keyA = true;
}
break;
case 18: // S
if (!m_keyS) {
//std::cout << "S " << std::endl;
m_keyS = true;
}
break;
case 3: // D
case 3: // D - Droite
if (!m_keyD) {
//std::cout << "D " << std::endl;
m_keyD = true;
}
break;
case 38: // Left Shift
if (!m_keylshift) {
//std::cout << "Dash!" << std::endl;
m_keylshift = true;
case 18: // S - Reculer
if (!m_keyS) {
m_keyS = true;
}
break;
case 57: // Space
case 22: // W - Avancer
if (!m_keyW) {
m_keyW = true;
}
break;
case 36: // ESC - Quitter
Stop();
break;
case 57: // Space - Sauter
if (!m_keySpace) {
//std::cout << "Jump! " << std::endl;
m_keySpace = true;
}
break;
case 94: // F10 - Plein <20>cran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen());
break;
case 2: // C - Ignorer
break;
case 5: // F - Ignorer
case 24: // Y - Ignorer
case 255: // Fn - Ignorer
break;
case 10: // K - Debugging DisplayNotification()
m_keyK = true;
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = true;
break;
case 6: // G - Ignorer
break;
case 12: // M - Ignorer
break;
case 7: // H - Ignorer
break;
case 8: // I - Ignorer
break;
case 17: // R - Ignorer
break;
case 19: // T - Ignorer
break;
case 24: // Y - Ignorer
break;
case 255: // Fn - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
@@ -545,44 +821,61 @@ void Engine::KeyPressEvent(unsigned char key) {
void Engine::KeyReleaseEvent(unsigned char key) {
switch (key) {
case 5:
case 0: // A - Stop gauche
m_keyA = false;
break;
case 2: // C - Toggle crosshair
m_displayCrosshair = !m_displayCrosshair;
std::cout << "DISPLAY CROSSHAIR " << (m_displayCrosshair ? "enabled" : "disabled") << std::endl;
break;
case 3: // D - Stop droite
m_keyD = false;
break;
case 5: // F - Toggle flash
m_flash = !m_flash;
break;
case 12:
case 6: // G - Toggle Stop Countdown
m_stopcountdown = !m_stopcountdown;
std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl;
break;
case 7: // H - Toggle HUD
m_displayHud = !m_displayHud;
std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl;
break;
case 8: // I - Toggle render data
m_displayInfo = !m_displayInfo;
std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl;
break;
case 10: // K
m_keyK = false;
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = false;
break;
case 12: // M - Toggle music
m_audio.ToggleMusicState();
break;
case 17:
case 17: // R - Toggle skybox
m_isSkybox = !m_isSkybox;
break;
case 24: // Y
case 18: // S - Stop reculer
m_keyS = false;
break;
case 19: // T -Reset countdown
m_resetcountdown = true;
std::cout << "RESET COUNTDOWN" << std::endl;
break;
case 22: // W - Stop avancer
m_keyW = false;
break;
case 24: // Y - Wireframe
m_wireframe = !m_wireframe;
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 22: // W
//std::cout << "rW " << std::endl;
m_keyW = false;
break;
case 0: // A
//std::cout << "rA " << std::endl;
m_keyA = false;
break;
case 18: // S
//std::cout << "rS " << std::endl;
m_keyS = false;
break;
case 3: // D
//std::cout << "rD " << std::endl;
m_keyD = false;
break;
case 38: // Left Shift
//std::cout << "rLS " << std::endl;
m_keylshift = false;
break;
case 57: // Espace
//std::cout << "rSpace " << std::endl;
case 57: // Espace - Stop sauter
m_keySpace = false;
break;
}
@@ -592,9 +885,9 @@ void Engine::MouseMoveEvent(int x, int y) {
m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2))
@@ -659,10 +952,9 @@ void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
}
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) {
texture.Load(filename);
if (!texture.IsValid())
{
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) {
texture.Load(filename, useMipmaps);
if (!texture.IsValid()) {
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
Stop();

View File

@@ -1,19 +1,24 @@
#ifndef ENGINE_H__
#define ENGINE_H__
#include <algorithm>
#include <cmath>
#include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/bullet.h"
#include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "../SQCSim-common/player.h"
#include "define.h"
#include "openglcontext.h"
#include "texture.h"
#include "transformation.h"
#include "shader.h"
#include "player.h"
#include "chunk.h"
#include "skybox.h"
#include "audio.h"
#include "textureatlas.h"
#include "blockinfo.h"
#include "array2d.h"
#include "world.h"
#include "bullet.h"
#include "connector.h"
#include "worldrenderer.h"
class Engine : public OpenglContext {
public:
@@ -32,35 +37,45 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
bool LoadTexture(Texture& texture, const std::string& filename, bool stopOnError = true);
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(unsigned int x, unsigned int y, const std::string& t);
float GetScale() const;
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
bool m_wireframe = false;
bool m_isSkybox = true;
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
int m_renderCount = 0;
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t);
Connector m_conn;
Shader m_shader01;
BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox;
Texture m_textureFont;
Texture m_textureCrosshair;
Texture m_textureGun;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow;
irrklang::ISound* m_scream;
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Bullet* m_bullets[MAX_BULLETS];
//Menu
@@ -72,11 +87,28 @@ private:
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
float m_scale;
float m_time = 0;
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
bool m_wireframe = false;
bool m_isSkybox = true;
bool m_block = false;
bool m_flash = true;
bool m_displayCrosshair = true;
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_resetcountdown = false;
bool m_stopcountdown = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false;
bool m_keyA = false;
bool m_keyS = false;
bool m_keyD = false;
bool m_keylshift = false;
bool m_keySpace = false;
bool m_mouseL = false;
bool m_mouseR = false;
@@ -87,9 +119,7 @@ private:
float m_mousemx = 0;
float m_mousemy = 0;
bool m_block = false;
bool m_flash = true;
std::string m_messageNotification = "";
};
#endif // ENGINE_H__

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<p>A macro to encourage usage of the discrete GPU. </p>
<p>In order to inform the Nvidia/AMD driver that an SFML application could benefit from using the more powerful discrete GPU, special symbols have to be publicly exported from the final executable.</p>
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