Nerfage pour version Debug/MSVC

This commit is contained in:
MarcEricMartel
2021-12-06 09:45:51 -05:00
parent a3c0dee1f2
commit d01e8e9c62
20 changed files with 74 additions and 36 deletions

View File

@@ -15,24 +15,26 @@ void Engine::Init() {
abort();
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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(), 0.0001f, 1000.0f);
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_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_CULL_FACE);
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); // , GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);// , GL_FUNC_ADD);
// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.00013f);
m_skybox.Init(0.2f);
// Objet de musique!
//m_audio.ToggleMusicState();
@@ -54,7 +56,7 @@ void Engine::LoadResource() {
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal1.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
if (!m_textureAtlas.Generate(512, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
@@ -89,6 +91,7 @@ void Engine::DrawHud(float elapsedTime) {
// Setter le blend function , tout ce qui sera noir sera transparent
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();
@@ -135,7 +138,8 @@ void Engine::DrawHud(float elapsedTime) {
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); // , GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);// , GL_FUNC_ADD);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
@@ -174,7 +178,7 @@ void Engine::Render(float elapsedTime) {
Transformation all;
Transformation skybox;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
@@ -188,19 +192,23 @@ void Engine::Render(float elapsedTime) {
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!).
if (m_isSkybox) m_skybox.Render(skybox);
if (m_mouseL)
m_world.ChangeBlockAtCursor(BTYPE_DIRT, m_player, m_block);
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
glStencilFunc(GL_EQUAL, 1, 0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
m_world.Update(m_renderCount, m_badHitCount, m_player, all, m_shader01, m_textureAtlas, m_perlin, m_blockinfo);
glStencilFunc(GL_GREATER, 1, 0xFF);
if (m_isSkybox) m_skybox.Render(skybox);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_STENCIL_TEST);
DrawHud(elapsedTime);
glEnable(GL_STENCIL_TEST);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);