Ajouts textures et blend.

This commit is contained in:
Marc-Eric Martel
2021-10-04 12:29:10 -04:00
parent 959d70020b
commit b85a25cbac
9 changed files with 119 additions and 68 deletions

View File

@@ -35,6 +35,19 @@ void Engine::Init()
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
// Lumi<6D>re de Skybox.
GLfloat light1Pos[4] = { 0.0f, 0.0f, 0.0f, 2.0f };
GLfloat light1Amb[4] = { 1.5f, 1.5f, 1.5f, 1.5f };
GLfloat light1Diff[4] = { 1.f, 1.f, 1.f, 1.f };
GLfloat light1Spec[4] = { 1.f, 1.f, 1.f, 1.0f };
glLightfv(GL_LIGHT1, GL_POSITION, light1Pos);
glLightfv(GL_LIGHT1, GL_AMBIENT, light1Amb);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1Diff);
glLightfv(GL_LIGHT1, GL_SPECULAR, light1Spec);
// Blend
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CenterMouse();
HideCursor();
}
@@ -44,7 +57,10 @@ void Engine::DeInit() { }
void Engine::LoadResource() {
LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
LoadTexture(m_textureSkybox, TEXTURE_PATH "skybox.png");
LoadTexture(m_textureCube, TEXTURE_PATH "metal.png");
LoadTexture(m_textureCube1, TEXTURE_PATH "metal1.png");
LoadTexture(m_textureCube2, TEXTURE_PATH "metal2.png");
LoadTexture(m_textureCube3, TEXTURE_PATH "metal3.png");
LoadTexture(m_textureCube4, TEXTURE_PATH "metal4.png");
}
void Engine::UnloadResource()
@@ -66,7 +82,7 @@ void Engine::Render(float elapsedTime)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, elapsedTime);
m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime);
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
@@ -74,6 +90,8 @@ void Engine::Render(float elapsedTime)
skybox.Use();
m_textureSkybox.Bind();
glDisable(GL_DEPTH_TEST); // Pour que tout ce qui est dessin<69> apr<70>s soit dessin<69> par-dessus la skybox.
glDisable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glBegin(GL_QUADS);
glTexCoord2f(0, .75f);
@@ -132,12 +150,14 @@ void Engine::Render(float elapsedTime)
glEnd();
glEnable(GL_DEPTH_TEST);
all.Use();
glDisable(GL_LIGHT1);
glEnable(GL_LIGHT0);
// Plancher
// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
all.Use();
m_textureFloor.Bind();
float nbRep = 1.f;
float nbRep = 5.f;
glBegin(GL_QUADS);
glNormal3f(0, 1, 0); // Normal vector
glTexCoord2f(0, 0);
@@ -156,7 +176,22 @@ void Engine::Render(float elapsedTime)
all.ApplyRotation(gameTime * 100.f, 0.f, 0.f, 1.f);
all.ApplyRotation(gameTime * 100.f, 1.f, 0.f, 0.f);
all.Use();
m_textureCube.Bind();
switch ((int)(gameTime*5) % 4) {
case 0:
m_textureCube1.Bind();
break;
case 1:
m_textureCube2.Bind();
break;
case 2:
m_textureCube3.Bind();
break;
case 3:
m_textureCube4.Bind();
break;
}
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glNormal3f(0, 0, 1);
@@ -218,7 +253,7 @@ void Engine::Render(float elapsedTime)
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, -0.5f, -0.5f);
glDisable(GL_BLEND);
glEnd();
}
@@ -256,6 +291,12 @@ void Engine::KeyPressEvent(unsigned char key)
m_keyD = true;
}
break;
case 38: // Left Shift
if (!m_keylshift) {
std::cout << "Dash!" << std::endl;
m_keylshift = true;
}
break;
case 57: // Space
if (!m_keySpace) {
std::cout << "Jump! " << std::endl;
@@ -297,7 +338,10 @@ void Engine::KeyReleaseEvent(unsigned char key)
std::cout << "rD " << std::endl;
m_keyD = false;
break;
case 57:
case 38: // Left Shift
std::cout << "rLS " << std::endl;
m_keylshift = false;
case 57: // Espace
std::cout << "rSpace " << std::endl;
m_keySpace = false;
break;
@@ -306,8 +350,8 @@ void Engine::KeyReleaseEvent(unsigned char key)
void Engine::MouseMoveEvent(int x, int y)
{
m_player.TurnLeftRight(y - (Height() / 2));
m_player.TurnTopBottom(x - (Width() / 2));
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