Compare commits

...

22 Commits

Author SHA1 Message Date
Claudel-D-Roy
e2fa4fea7c Merge branch 'SQC_17_HUD' 2023-10-27 14:53:45 -04:00
mduval76
fc4a22e844 Push sans le menu solo/multi. 2023-10-27 13:27:15 -04:00
MarcEricMartel
102153a093 Merge pull request #18 from CegepSTH/L-CSplash
Créé branche_L_C
2023-10-27 12:38:40 -04:00
mduval76
c7271f6217 Push skybox ciel éclairé 2023-10-25 02:06:29 -04:00
mduval76
8ebe7b95fc Push menu solo/multi avec titre et quads contenant choix. Manque persistence du menu en 2D et nom des choix dans les quads. 2023-10-25 01:01:25 -04:00
Claudel-D-Roy
5e29c9be54 push menu image 2023-10-23 17:11:13 -04:00
Louis-Charles Gaumond
f8680a318a Changement dans le splachscreen 2023-10-23 16:57:19 -04:00
mduval76
df5b7960b2 Push placement text notification queue 2023-10-23 16:11:35 -04:00
Louis-Charles Gaumond
f4d4f1eca0 Créé branche 2023-10-23 16:10:21 -04:00
MarcEricMartel
793da52871 Merge pull request #14 from CegepSTH/sqc-20_audiobullet
whoooosh!
2023-10-16 17:44:56 -04:00
MarcEricMartel
18a5d98c57 Merge branch 'master' into sqc-20_audiobullet 2023-10-16 17:43:32 -04:00
MarcEricMartel
81240c6f70 Merge pull request #11 from CegepSTH/linux
Serveur Linux
2023-10-16 17:38:59 -04:00
MarcEricMartel
f1ddd67655 Merge pull request #16 from CegepSTH/SQC-09
Sqc 09
2023-10-16 17:38:40 -04:00
MarcEricMartel
9cbf20ba21 whoooosh! 2023-10-16 12:02:37 -04:00
mduval76
db0a39f64a Remaniement du HUD. TOUT est scalable aux dimensions du game window. % de vie ajouté. Font size multipliable. 2023-10-15 23:36:26 -04:00
MarcEricMartel
f2095f6e5b Merge branch 'linux' of https://github.com/CegepSTH/SQCSim2023 into linux 2023-10-07 11:43:55 -04:00
Marc-Eric Martel
93062e49e2 client linux fonctionnel 2023-10-04 15:01:48 -04:00
MarcEricMartel
c85f7df15e Merge branch 'master' into linux 2023-10-03 11:34:02 -04:00
Marc-Eric Martel
cddc59d6cf gitignore 2023-10-01 14:20:24 -04:00
Marc-Éric Martel
965e78309e Changements dans le CMakeLists du serveur pour la compatilité ARM 2023-10-01 14:17:42 -04:00
Marc-Eric Martel
0452920697 Enlevé l'erreur de narrowing 2023-10-01 14:02:43 -04:00
Marc-Eric Martel
8be8852596 Ajout CMakeLists.txt pour compiler le serveur en Linux 2023-10-01 11:52:07 -04:00
29 changed files with 588 additions and 194 deletions

5
.gitignore vendored
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@@ -373,3 +373,8 @@ FodyWeavers.xsd
/x64/Release/SQCSim2023.exe /x64/Release/SQCSim2023.exe
/x64/Debug/SQCSim2023.exe /x64/Debug/SQCSim2023.exe
/x64/Debug/SQCSim2021.pdb /x64/Debug/SQCSim2021.pdb
/SQCSim-srv/cmake/*
!/SQCSim-srv/cmake/CMakeLists.txt
/SQCSim2021/cmake/*
!/SQCSim2021/cmake/CMakeLists.txt
/SQCSim2021/SQCSim-client

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@@ -7,8 +7,9 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
Bullet::~Bullet() {} Bullet::~Bullet() {}
bool Bullet::Update(World* world, float elapsedtime) { bool Bullet::Update(World* world, float elapsedtime, int perframe) {
for (int x = 0; x < 1000; ++x) { int max = 100 / perframe;
for (int x = 0; x < max; ++x) {
m_currentpos += m_velocity * elapsedtime; m_currentpos += m_velocity * elapsedtime;
if (!world->ChunkAt(m_currentpos)) if (!world->ChunkAt(m_currentpos))
@@ -30,10 +31,14 @@ void Bullet::Transpose(int& x, int& z) {
m_startpos.z -= z * CHUNK_SIZE_Z; m_startpos.z -= z * CHUNK_SIZE_Z;
} }
Vector3f Bullet::getPos() { Vector3f Bullet::getPos() const {
return m_currentpos; return m_currentpos;
} }
Vector3f Bullet::getVel() const {
return m_velocity;
}
uint64_t Bullet::getTeamID(){ uint64_t Bullet::getTeamID(){
return m_tid; return m_tid;
} }

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@@ -12,9 +12,10 @@ public:
Bullet(Vector3f pos, Vector3f dir, uint64_t tid); Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
~Bullet(); ~Bullet();
bool Update(World* world, float elapsedtime); bool Update(World* world, float elapsedtime, int perframe);
void Transpose(int& x, int& z); void Transpose(int& x, int& z);
Vector3f getPos(); Vector3f getPos() const;
Vector3f getVel() const;
uint64_t getTeamID(); uint64_t getTeamID();
private: private:

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@@ -53,6 +53,7 @@ typedef uint64_t Timestamp;
#include <sys/socket.h> #include <sys/socket.h>
#include <arpa/inet.h> #include <arpa/inet.h>
#include <netinet/in.h> #include <netinet/in.h>
#include <cstring>
#define SOCKET int #define SOCKET int
#define INVALID_SOCKET -1 #define INVALID_SOCKET -1

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@@ -130,7 +130,7 @@ void World::GetScope(unsigned int& x, unsigned int& y) {
y = m_center[1]; y = m_center[1];
} }
void World::Update(Bullet* bullets[MAX_BULLETS], Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) { void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) {
UpdateWorld(player_pos, blockinfo); UpdateWorld(player_pos, blockinfo);
//TransposeWorld(player_pos, bullets); //TransposeWorld(player_pos, bullets);
} }
@@ -407,4 +407,4 @@ void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]
}*/ }*/
} }
int World::GettbDeleted() const { return m_tbDeleted.size(); } int World::GettbDeleted() const { return m_tbDeleted.size(); }

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@@ -30,7 +30,7 @@ public:
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
void Update(Bullet* bullets[MAX_BULLETS], Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]); void Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]);
void GetScope(unsigned int& x, unsigned int& y); void GetScope(unsigned int& x, unsigned int& y);

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@@ -0,0 +1,30 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Server VERSION 0.1)
add_compile_options("-Wno-narrowing")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../out")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-server
"../connection.cpp"
"../server.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-server PUBLIC SQCSim-common)

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@@ -14,4 +14,4 @@
typedef unsigned char LogDest; typedef unsigned char LogDest;
enum LOG_DEST { CONSOLE, LOGFILE, LOG_LAST }; enum LOG_DEST { CONSOLE, LOGFILE, LOG_LAST };
#endif #endif

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@@ -85,7 +85,7 @@ int Server::Ready() {
while (!readystart) { while (!readystart) {
sockaddr_in sockad; sockaddr_in sockad;
int addrlen = sizeof(sockad); unsigned int addrlen = sizeof(sockad);
SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen); SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen);
if (sock < 0) if (sock < 0)
@@ -140,7 +140,7 @@ void Server::Run() {
Log("Partie en cours...", false, false); Log("Partie en cours...", false, false);
} }
inline std::string Server::Timestamp() { inline std::string Server::LogTimestamp() {
time_t rawtime; time_t rawtime;
struct tm timeinfo; struct tm timeinfo;
char buffer[80]; char buffer[80];
@@ -162,11 +162,11 @@ inline std::string Server::Timestamp() {
void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) { void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) {
switch (m_log) { switch (m_log) {
case LOG_DEST::LOGFILE: case LOG_DEST::LOGFILE:
m_logfile << Timestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break; break;
case LOG_DEST::CONSOLE: case LOG_DEST::CONSOLE:
default: default:
std::cout << Timestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break; break;
} }

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@@ -35,7 +35,7 @@ private:
World* m_world = nullptr; World* m_world = nullptr;
std::string Timestamp(); std::string LogTimestamp();
void Log(std::string str, bool is_error, bool is_fatal); void Log(std::string str, bool is_error, bool is_fatal);
void buildIdList(size_t size); void buildIdList(size_t size);

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@@ -2,17 +2,17 @@
Audio::Audio() { Audio::Audio() {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1); m_engine->setDopplerEffectParameters(10);
m_engine->setRolloffFactor(1); m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(1000); m_engine->setDefault3DSoundMaxDistance(1000);
} }
Audio::Audio(const char * music) { Audio::Audio(const char * music) {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1); m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(1); m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(1000); m_engine->setDefault3DSoundMaxDistance(1000);
m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING); m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
} }
@@ -28,10 +28,11 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
irrklang::vec3df(vel.x, vel.y, vel.z)); irrklang::vec3df(vel.x, vel.y, vel.z));
} }
void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) { irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) {
sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true); sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z)); sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
sound->setVolume(volume); sound->setVolume(volume);
return sound;
} }
void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) { void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) {

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@@ -1,24 +1,30 @@
#ifndef AUDIO_H__ #ifndef AUDIO_H__
#define AUDIO_H__ #define AUDIO_H__
#ifdef _WIN32
#include <irrKlang.h> #include <irrKlang.h>
#include <ik_ISoundSource.h> #include <ik_ISoundSource.h>
#else
#include "./external/irrKlang-64bit-1.6.0/include/irrKlang.h"
#include "./external/irrKlang-64bit-1.6.0/include/ik_ISoundSource.h"
#endif
#include "../SQCSim-common/vector3.h" #include "../SQCSim-common/vector3.h"
#include "define.h" #include "define.h"
class Audio { class Audio {
private: private:
irrklang::ISoundEngine* m_engine;
irrklang::ISound* m_music; irrklang::ISound* m_music;
public: public:
Audio(); Audio();
Audio(const char* music); Audio(const char* music);
~Audio(); ~Audio();
irrklang::ISoundEngine* m_engine;
void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed); void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed);
void Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume); irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume);
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume); void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
@@ -29,4 +35,4 @@ public:
void PauseEngine(); void PauseEngine();
}; };
#endif // AUDIO_H__ #endif // AUDIO_H__

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@@ -0,0 +1,68 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Client VERSION 0.8)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_BUILD_DIRECTORY "./build")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
set(SQCSIM_EXTERN_DIR "../external/")
find_package(SFML COMPONENTS system window graphics REQUIRED)
find_package(DevIL REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_library(IRRKLANG_LIBRARY
NAMES libIrrKlang.so
PATHS "${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/lib/linux-gcc-64/")
include_directories(
${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/include/
${SFML_INCLUDE_DIRS}
${IL_INCLUDE_DIR}
)
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-client
"../audio.cpp"
"../connector.cpp"
"../engine.cpp"
"../mesh.cpp"
"../openglcontext.cpp"
"../shader.cpp"
"../skybox.cpp"
"../texture.cpp"
"../textureatlas.cpp"
"../tool.cpp"
"../vertexbuffer.cpp"
"../worldrenderer.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-client PUBLIC SQCSim-common
${IRRKLANG_LIBRARY}
sfml-system
sfml-window
sfml-graphics
GL
GLU
GLEW
${IL_LIBRARIES}
${ILU_LIBRARIES}
)

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@@ -6,23 +6,30 @@
#include <iostream> #include <iostream>
#include <chrono> #include <chrono>
#include <iomanip> #include <iomanip>
#include <GL/glew.h>
#include <SFML/Window.hpp> #include <SFML/Window.hpp>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "../SQCSim-common/define.h" #include "../SQCSim-common/define.h"
#ifdef _WIN32 #ifdef _WIN32
#include <GL/glew.h>
#include <gl/GL.h> #include <gl/GL.h>
#include <gl/GLU.h> #include <gl/GLU.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <climits>
#endif #endif
#define NETWORK_TEST false #define NETWORK_TEST false
#define SRV_ADDR "127.0.0.1" #define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300 #define COUNTDOWN 300
#define BULLET_UPDATES_PER_FRAME 20
#define BASE_WIDTH 640 #define BASE_WIDTH 640
#define BASE_HEIGHT 480 #define BASE_HEIGHT 480
#define TEXTURE_PATH "./media/textures/" #define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"

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@@ -0,0 +1 @@

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@@ -5,8 +5,6 @@
#include <thread> #include <thread>
#include <queue> #include <queue>
// Define a structure to represent notifications // Define a structure to represent notifications
struct Notification { struct Notification {
std::string message; std::string message;
@@ -28,6 +26,56 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk(); m_world.GetChunks().Get(x, y)->~Chunk();
} }
void Engine::DrawSplachScreen()
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Définir la matrice de projection en mode orthographique
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
// Définir la matrice de modèle-vue
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// L'image sera centrée autour de l'origine (0, 0, 0)
int imageWidth = Width(); // Remplacez par la largeur de votre image
int imageHeight = Height(); // Remplacez par la hauteur de votre image
// Texture
SplachScreenTexture.Bind();
// Dessiner un quadrilatère centré
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(-imageWidth / 2, -imageHeight / 2);
glTexCoord2f(1, 0);
glVertex2i(imageWidth / 2, -imageHeight / 2);
glTexCoord2f(1, 1);
glVertex2i(imageWidth / 2, imageHeight / 2);
glTexCoord2f(0, 1);
glVertex2i(-imageWidth / 2, imageHeight / 2);
glEnd();
// Activer la transparence
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
// Restaurer les matrices précédentes
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::DrawMenu() void Engine::DrawMenu()
{ {
static const int sTitle = 400; static const int sTitle = 400;
@@ -223,6 +271,8 @@ void Engine::DrawMenu()
} }
void Engine::Init() { void Engine::Init() {
GLenum glewErr = glewInit(); GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) { if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
@@ -230,7 +280,7 @@ void Engine::Init() {
} }
glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH); glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND); glEnable(GL_BLEND);
@@ -256,8 +306,10 @@ void Engine::Init() {
//m_audio.ToggleMusicState(); //m_audio.ToggleMusicState();
// Array pour les balles. // Array pour les balles.
for (int x = 0; x < MAX_BULLETS; ++x) for (int x = 0; x < MAX_BULLETS; ++x) {
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
m_whoosh[x] = nullptr; // = m_audio.m_engine.m_audio.m_engine->addSoundSourceFromFile(AUDIO_PATH "noise.ogg", irrklang::ESM_AUTO_DETECT, false);
}
uint64_t seed = SEED; uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques"; std::string playname = "La Chienne <20> Jacques";
@@ -279,6 +331,8 @@ void Engine::Init() {
// Init Chunks // Init Chunks
m_world.GetChunks().Reset(nullptr); m_world.GetChunks().Reset(nullptr);
// Gestion de souris. // Gestion de souris.
CenterMouse(); CenterMouse();
HideCursor(); HideCursor();
@@ -290,10 +344,14 @@ void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
@@ -346,7 +404,6 @@ void Engine::KillNotification(Player killer, Player killed) {
DisplayNotification(message); DisplayNotification(message);
} }
void Engine::DisplayNotification(std::string message) { void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) { if (message.length() > 45) {
@@ -356,23 +413,28 @@ void Engine::DisplayNotification(std::string message) {
Notification newNotification; Notification newNotification;
newNotification.message = message; newNotification.message = message;
newNotification.displayStartTime = m_time; newNotification.displayStartTime = m_time;
notifications.push_back(newNotification); notifications.push_back(newNotification);
} }
// Add a method to process the notification queue // Add a method to process the notification queue
void Engine::ProcessNotificationQueue() { void Engine::ProcessNotificationQueue() {
m_textureFont.Bind(); //PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
float scale = GetScale(); //float fPosX = (Width() / 100.0f) * scaleX;
unsigned int xOffset = Width() - Width() * 0.26; //float fPosY = Height() - (Height() * 0.05) * scaleY;
unsigned int yOffset = Height() - (Height() / 2.2);
m_textureFont.Bind();
auto [scaleX, scaleY] = GetScale();
float xOffset = (Width() / 1.5f) * scaleX;
float yOffset = (Height() / 1.2f) * scaleY;
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) { for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime; float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset float y = yOffset - (20.0f * scaleX * (it - notifications.begin()));
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@@ -387,8 +449,8 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
PrintText(xOffset, y, scale, it->message); PrintText(xOffset, y, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
@@ -398,39 +460,89 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPopMatrix(); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) { if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification it = notifications.erase(it);
} }
else { else {
++it; ++it;
} }
} }
} }
void Engine::DisplayCrosshair() { void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind(); m_textureCrosshair.Bind();
static const int crossSize = 32; static const int crossSize = 32;
glLoadIdentity(); glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0); glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0, 0); glTexCoord2f(0, 0);
glVertex2i(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glTexCoord2f(1, 0);
glVertex2i(crossSize, 0); glVertex2i(crossSize, 0);
glTexCoord2f(1, 1); glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize); glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1); glTexCoord2f(0, 1);
glVertex2i(0, crossSize); glVertex2i(0, crossSize);
glEnd(); glEnd();
} }
void Engine::DisplayPovGun() {
// 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_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
float scaleX = (Width()) / BASE_WIDTH;
float scaleY = (Height()) / BASE_HEIGHT;
float baseXOffset = 0.4958 * BASE_WIDTH;
float baseWidth = 0.4688 * BASE_WIDTH;
float baseHeight = 0.5787 * BASE_HEIGHT;
float xTranslation = baseXOffset * scaleX;
float quadWidth = baseWidth * scaleX;
float quadHeight = baseHeight * scaleY;
m_texturePovGun.Bind();
glLoadIdentity();
glTranslated(xTranslation, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(quadWidth, 0);
glTexCoord2f(1, 1);
glVertex2i(quadWidth, quadHeight);
glTexCoord2f(0, 1);
glVertex2i(0, quadHeight);
glEnd();
// Reset du blend function
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();
}
void Engine::DisplayCurrentItem() { void Engine::DisplayCurrentItem() {
} }
@@ -438,55 +550,66 @@ void Engine::DisplayCurrentItem() {
void Engine::DisplayHud(int timer) { void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
auto [scaleX, scaleY] = GetScale();
float fBackPosX = (Width() / 25.0f) * scaleX;
float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
float fBackWidth = (Width() / 4.0f) * scaleX;
float fBackHeight = (Height() / 5.5f) * scaleY;
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(fBackPosX, fBackPosY);
glVertex2f(fBackPosX + fBackWidth, fBackPosY);
glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
glVertex2f(fBackPosX, fBackPosY + fBackHeight);
glEnd();
// HP Bar
float fBarWidth = (Width() / 4.0f) * scaleX;
float fBarHeight = (Height() / 25.0f) * scaleY;
float fPosX = (Width() / 25.0f) * scaleX;
float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
// 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 playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<EFBFBD>re-plan (Barre HP) // HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite glVertex2f(fPosX + fBarWidth, fBarPosY);
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fBarPosY);
glEnd(); glEnd();
//TODO: Associer avec m<>chanique de vie du joueur // Current HP
// Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fBarPosY);
glEnd(); glEnd();
// Barre <20>quip // Equip Bar
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float fEquipWidth = (Width() * 0.175f) * scaleX;
float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
glTranslatef(fPosX, fEquipPosY, 0);
m_textureGun.Bind(); 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); glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0); glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0); glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight); glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
glEnd(); glEnd();
//glDisable(GL_BLEND); //glDisable(GL_BLEND);
@@ -494,54 +617,161 @@ void Engine::DisplayHud(int timer) {
// Username // Username
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f); glColor3f(1.0f, 1.0f, 1.0f);
float scale = GetScale();
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
ss << m_player.GetUsername(); float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
PrintText(fPosX, fPosY, scale, ss.str());
//Countdown ss.str("");
ss << m_player.GetUsername();
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
ss.str("");
ss << m_player.GetHP() * 100 << "%";
PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
// Countdown
ss.str(""); ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; 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()); PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
} }
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
float scale = GetScale(); auto [scaleX, scaleY] = GetScale();
unsigned int x = Width() / 25;
float fPosX = (Width() / 100.0f) * scaleX;
float fPosY = Height() - (Height() * 0.05) * scaleY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime); ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Rendered Chunks : " << m_renderCount; ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position fPosY -= charSize;
PrintText(x, Height() / 48, scale, ss.str());
float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Direction : " << m_player.GetDirection(); ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Position : " << m_player.GetPosition(); ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Block : "; ss << " Block : ";
if (bloc == BTYPE_LAST) if (bloc == BTYPE_LAST)
ss << "Weapon."; ss << "Weapon";
else ss << (int)bloc; else
ss << (int)bloc;
PrintText(fPosX, fPosYJump, ss.str());
}
PrintText(x, Height() / 12, scale, ss.str()); void Engine::DisplaySingleOrMultiplayerMenu() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
auto [scaleX, scaleY] = GetScale();
float fBackPosX = 0.0f;
float fBackPosY = 0.0f;
float fBackWidth = Width();
float fBackHeight = Height();
m_textureSoloMultiMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
glEnd();
float centerX = (Width() / 2.0f);
float centerY = (Height() / 2.0f);
float titleWidth = (centerX * 1.85f) * scaleX;
float titleHeight = (centerY * 1.85f) * scaleY;
// Solo game indicator
m_textureTitle.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Solo game indicator
float fPosX = (centerX * 1.1f) * scaleX;
float fPosXWidth = (centerX * 1.75f) * scaleX;
float soloPosY = (centerY * 0.75f) * scaleY;
float soloHeight = (centerY * 0.9f) * scaleY;
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
glEnd();
// Multiplayer game indicator
float multiPosY = (centerY * 0.5f) * scaleY;
float multiHeight = (centerY * 0.65f) * scaleY;
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
glEnd();
// TODO: Add SOLO / MULTIPLAYER text with font
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
} }
void Engine::DrawHud(float elapsedTime, BlockType bloc) { void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@@ -564,13 +794,12 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
int timer = GetCountdown(elapsedTime); int timer = GetCountdown(elapsedTime);
// Appel de la fonction pour l'affichage de notifications
if (m_keyK) { if (m_keyK) {
SystemNotification(m_messageNotification); SystemNotification(m_messageNotification);
m_keyK = false; m_keyK = false;
} }
if (m_keyL) { if (m_keyL) {
KillNotification(m_player, m_player); KillNotification(m_player, m_player);
m_keyL = false; m_keyL = false;
} }
@@ -587,7 +816,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
DisplayCrosshair(); DisplayCrosshair();
} }
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
@@ -601,31 +829,36 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPopMatrix(); glPopMatrix();
} }
void Engine::PrintText(float x, float y, float scale, const std::string& t) { void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
auto [scaleX, scaleY] = GetScale();
float scale = std::min(scaleX, scaleY);
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier;
glLoadIdentity(); glLoadIdentity();
glTranslated(x, y, 0); glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) { for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f; float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f; float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f; top += 0.5f;
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0); 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 - .0625f); glVertex2f(charSize * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale); glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
glEnd(); glEnd();
glTranslated(8 * scale, 0, 0); glTranslated(0.5555f * charSize * scale, 0, 0);
} }
} }
float Engine::GetScale() const { std::pair<float, float> Engine::GetScale() const {
float widthRatio = Width() / BASE_WIDTH; float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
float heightRatio = Height() / BASE_HEIGHT; float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
return { widthRatio, heightRatio };
return (widthRatio + heightRatio) / 2.0f;
} }
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
@@ -637,7 +870,7 @@ int Engine::GetCountdown(float elapsedTime) {
} }
if (m_countdown < m_time) if (m_countdown < m_time)
Stop(); Stop();
if(!m_stopcountdown) if (!m_stopcountdown)
m_time += elapsedTime; m_time += elapsedTime;
return m_countdown - (int)m_time; return m_countdown - (int)m_time;
} }
@@ -645,7 +878,10 @@ int Engine::GetCountdown(float elapsedTime) {
void Engine::Render(float elapsedTime) { void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (m_gamestate == GameState::PLAY) m_time_SplashScreen += elapsedTime;
if(m_time_SplashScreen < 2)
DrawSplachScreen();
else if (m_gamestate == GameState::PLAY)
{ {
HideCursor(); HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer CenterMouse(); //D<>placement de centermouse dans l'action de jouer
@@ -680,11 +916,11 @@ void Engine::Render(float elapsedTime) {
if (leftright) 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); 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); 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); m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false,.8f);
leftright = !leftright; leftright = !leftright;
break; break;
case Player::Sound::FALL: case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f);
break; break;
default: break; default: break;
} }
@@ -717,25 +953,28 @@ void Engine::Render(float elapsedTime) {
m_bullets[0]->~Bullet(); m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); 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.GetPosition(), m_player.GetDirection(), m_block); 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]) for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]->Update(&m_world, elapsedTime)) { if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b)
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME)) {
m_bullets[x]->~Bullet(); m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
m_whoosh[x] = nullptr;
break;
} }
else if (!m_whoosh[x]) {
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
else m_audio.Render3DAudioObj(m_whoosh[x], m_bullets[x]->getPos(), m_bullets[x]->getVel(), 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
}
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); 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_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
@@ -743,18 +982,20 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc); DrawHud(elapsedTime, bloc);
DisplayPovGun();
ProcessNotificationQueue();
static bool fell = false; static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) { 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); m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,1.f);
fell = true; fell = true;
} }
else if (m_player.GetPosition().y < -20.f) { 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. m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false; fell = false;
} }
} }
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS) else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
{ {
@@ -818,10 +1059,12 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 8: // I - Ignorer case 8: // I - Ignorer
break; break;
case 15: // P - Ignorer
break;
case 17: // R - Ignorer case 17: // R - Ignorer
break; break;
case 19: // T - Ignorer case 19: // T - Ignorer
break; break;
case 24: // Y - Ignorer case 24: // Y - Ignorer
break; break;
case 255: // Fn - Ignorer case 255: // Fn - Ignorer
@@ -867,6 +1110,17 @@ void Engine::KeyReleaseEvent(unsigned char key) {
case 12: // M - Toggle music case 12: // M - Toggle music
m_audio.ToggleMusicState(); m_audio.ToggleMusicState();
break; break;
case 15:
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() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f));
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() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
}
break;
case 17: // R - Toggle skybox case 17: // R - Toggle skybox
m_isSkybox = !m_isSkybox; m_isSkybox = !m_isSkybox;
break; break;

View File

@@ -25,6 +25,7 @@ public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu(); virtual void DrawMenu();
virtual void DrawSplachScreen();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
virtual void LoadResource(); virtual void LoadResource();
@@ -37,7 +38,7 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private: private:
float GetScale() const; std::pair<float, float> GetScale() const;
int GetFps(float elapsedTime) const; int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime); int GetCountdown(float elapsedTime);
@@ -49,11 +50,13 @@ private:
void DisplayNotification(std::string message); void DisplayNotification(std::string message);
void ProcessNotificationQueue(); void ProcessNotificationQueue();
void DisplayCrosshair(); void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem(); void DisplayCurrentItem();
void DisplayHud(int timer); void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc); void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DrawHud(float elapsedTime, BlockType bloc); void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t); void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn; Connector m_conn;
Shader m_shader01; Shader m_shader01;
@@ -63,16 +66,20 @@ private:
World m_world = World(); World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer(); WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox;
Texture m_textureFont;
Texture m_textureCrosshair; Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun; Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureTitle;
Skybox m_skybox; Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow; irrklang::ISound* m_powpow,
irrklang::ISound* m_scream; * m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
@@ -86,9 +93,13 @@ private:
Texture MenuStartTexture; Texture MenuStartTexture;
Texture MenuQuitTexture; Texture MenuQuitTexture;
Texture MenuOptionsTexture; Texture MenuOptionsTexture;
Texture SplachScreenTexture;
float m_scale; float m_scale;
float m_time = 0; float m_time = 0;
float m_time_SplashScreen = 0;
float m_Width = 0;
float m_Height = 0;
int m_renderCount = 0; int m_renderCount = 0;
int m_countdown = COUNTDOWN; int m_countdown = COUNTDOWN;
@@ -101,6 +112,7 @@ private:
bool m_displayHud = true; bool m_displayHud = true;
bool m_displayInfo = false; bool m_displayInfo = false;
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = true;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_keyK = false; bool m_keyK = false;

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@@ -7,7 +7,7 @@ void main()
texel = texture2D(tex,gl_TexCoord[0].st); texel = texture2D(tex,gl_TexCoord[0].st);
texel *= light; texel *= light;
texel.a = 255; texel.a = 255.;
gl_FragColor = texel; gl_FragColor = texel;
} }

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@@ -9,6 +9,7 @@ OpenglContext::~OpenglContext()
{ {
} }
bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen) bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen)
{ {
m_title = title; m_title = title;
@@ -22,13 +23,14 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
while (m_app.isOpen()) while (m_app.isOpen())
{ {
clock.restart();
sf::Event Event; clock.restart();
while (m_app.pollEvent(Event))
{ sf::Event Event;
switch(Event.type) while (m_app.pollEvent(Event))
{ {
switch (Event.type)
{
case sf::Event::Closed: case sf::Event::Closed:
m_app.close(); m_app.close();
break; break;
@@ -51,29 +53,29 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
MouseReleaseEvent(ConvertMouseButton(Event.mouseButton.button), Event.mouseButton.x, Event.mouseButton.y); MouseReleaseEvent(ConvertMouseButton(Event.mouseButton.button), Event.mouseButton.x, Event.mouseButton.y);
break; break;
case sf::Event::MouseWheelMoved: case sf::Event::MouseWheelMoved:
if(Event.mouseWheel.delta > 0) if (Event.mouseWheel.delta > 0)
MousePressEvent(MOUSE_BUTTON_WHEEL_UP, Event.mouseButton.x, Event.mouseButton.y); MousePressEvent(MOUSE_BUTTON_WHEEL_UP, Event.mouseButton.x, Event.mouseButton.y);
else else
MousePressEvent(MOUSE_BUTTON_WHEEL_DOWN, Event.mouseButton.x, Event.mouseButton.y); MousePressEvent(MOUSE_BUTTON_WHEEL_DOWN, Event.mouseButton.x, Event.mouseButton.y);
break; break;
default: break; default: break;
}
} }
}
m_app.setActive(); m_app.setActive();
Render(m_lastFrameTime); Render(m_lastFrameTime);
m_app.display(); m_app.display();
m_lastFrameTime = clock.getElapsedTime().asSeconds();
// Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
if(waitTime > 0)
{
sf::sleep(sf::seconds(waitTime));
m_lastFrameTime = clock.getElapsedTime().asSeconds(); m_lastFrameTime = clock.getElapsedTime().asSeconds();
}
// Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
if (waitTime > 0)
{
sf::sleep(sf::seconds(waitTime));
m_lastFrameTime = clock.getElapsedTime().asSeconds();
}
} }
UnloadResource(); UnloadResource();

View File

@@ -4,6 +4,7 @@
#include <string> #include <string>
#include <SFML/Window.hpp> #include <SFML/Window.hpp>
#include "define.h" #include "define.h"
#include "texture.h"
// Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php // Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php
class OpenglContext class OpenglContext
@@ -31,7 +32,6 @@ public:
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0; virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0; virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
bool Start(const std::string& title, int width, int height, bool fullscreen); bool Start(const std::string& title, int width, int height, bool fullscreen);
bool Stop(); bool Stop();

View File

@@ -8,30 +8,30 @@ void Skybox::Init(float size){
int count = 0; int count = 0;
VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24]; VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24];
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f); vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f); vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f); vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f); vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f); vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f); vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f); vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f);

View File

@@ -211,3 +211,4 @@ void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo
} }
} }
} }