Compare commits
7 Commits
SQC-09
...
sqc-14_cla
Author | SHA1 | Date | |
---|---|---|---|
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889884490b | ||
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bd817f9f7d | ||
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57d60e02a7 | ||
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ae201846b1 | ||
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67a49a4cad | ||
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d7e55c8446 | ||
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183c5f186a |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -373,3 +373,5 @@ FodyWeavers.xsd
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/x64/Release/SQCSim2023.exe
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/x64/Debug/SQCSim2023.exe
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/x64/Debug/SQCSim2021.pdb
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SQCSim2021/SQCSim2021.vcxproj.filters
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SQCSim2021/SQCSim2021.vcxproj
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@@ -33,7 +33,11 @@ namespace netprot {
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bool jumping,
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shooting,
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hit,
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powerup;
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powerup,
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dead,
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still,
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jumpshot,
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running;
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};
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struct Input { // cli -> srv UDP ~frame
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@@ -8,6 +8,8 @@ Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(po
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m_username = "Zelda Bee-Bop56";
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}
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Player::~Player() {}
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void Player::TurnLeftRight(float value) {
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m_rotY += value;
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if (m_rotY > 360) m_rotY = 0;
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@@ -206,3 +208,9 @@ void Player::Teleport(int& x, int& z) {
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m_position.x -= x * CHUNK_SIZE_X;
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m_position.z -= z * CHUNK_SIZE_Z;
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}
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uint64_t Player::getId() const { return id; }
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Vector3f Player::InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now) {
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return Vector3f();
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}
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@@ -12,6 +12,8 @@ public:
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enum Sound { NOSOUND, STEP, FALL };
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Player(const Vector3f& position, float rotX = 0, float rotY = 0);
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~Player();
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void TurnLeftRight(float value);
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void TurnTopBottom(float value);
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Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
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@@ -26,12 +28,13 @@ public:
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float GetHP() const;
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void Teleport(int& x, int& z);
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private:
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protected:
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Vector3f m_position;
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Vector3f m_velocity;
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Vector3f m_direction;
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std::string m_username;
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uint64_t id = 0;
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float m_rotX = 0;
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float m_rotY = 0;
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@@ -40,6 +43,9 @@ private:
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float m_hp;
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bool m_airborne;
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Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
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};
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#endif //_PLAYER_H__
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@@ -25,13 +25,14 @@
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<ClInclude Include="engine.h" />
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<ClInclude Include="mesh.h" />
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<ClInclude Include="openglcontext.h" />
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<ClInclude Include="remoteplayer.h" />
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<ClInclude Include="shader.h" />
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<ClInclude Include="skybox.h" />
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<ClInclude Include="texture.h" />
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<ClInclude Include="textureatlas.h" />
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<ClInclude Include="tool.h" />
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<ClInclude Include="vertexbuffer.h" />
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<ClInclude Include="worldrenderer.h" />
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<ClInclude Include="renderer.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="audio.cpp" />
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@@ -40,13 +41,14 @@
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<ClCompile Include="main.cpp" />
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<ClCompile Include="mesh.cpp" />
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<ClCompile Include="openglcontext.cpp" />
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<ClCompile Include="remoteplayer.cpp" />
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<ClCompile Include="shader.cpp" />
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<ClCompile Include="skybox.cpp" />
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<ClCompile Include="texture.cpp" />
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<ClCompile Include="textureatlas.cpp" />
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<ClCompile Include="tool.cpp" />
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<ClCompile Include="vertexbuffer.cpp" />
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<ClCompile Include="worldrenderer.cpp" />
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<ClCompile Include="renderer.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
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@@ -47,7 +47,10 @@
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<ClInclude Include="mesh.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="worldrenderer.h">
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<ClInclude Include="renderer.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="remoteplayer.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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@@ -88,7 +91,10 @@
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<ClCompile Include="mesh.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="worldrenderer.cpp">
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<ClCompile Include="renderer.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="remoteplayer.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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@@ -17,6 +17,8 @@ public:
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//void SendInput();
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//int Sync();
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// void updateRemotePlayers(std::map<RemotePlayers> rplayers);
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private:
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#ifdef _WIN32
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WSADATA m_wsaData;
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@@ -20,13 +20,12 @@
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#define SRV_ADDR "127.0.0.1"
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#define COUNTDOWN 300
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 480
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#define BASE_WIDTH 1920
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#define BASE_HEIGHT 1080
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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#define CHUNK_PATH "./media/chunks/"
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#define MENU_ITEM_PATH "./media/menu_items/"
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#endif // DEFINE_H__
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@@ -28,200 +28,6 @@ Engine::~Engine() {
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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void Engine::DrawMenu()
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{
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static const int sTitle = 400;
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static const int sButton = 225;
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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MenuBGTexture.Bind();
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glLoadIdentity();
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(800, 0);
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glTexCoord2f(1, 1);
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glVertex2i(800, 600);
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glTexCoord2f(0, 1);
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glVertex2i(0, 600);
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glEnd();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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if (m_gamestate != GameState::OPTIONS)
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{
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MenuTitleTexture.Bind();
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glTranslated(200, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 200);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 200);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 300);
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glTexCoord2f(0, 1);
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glVertex2i(0, 300);
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glEnd();
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MenuStartTexture.Bind();
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glTranslated(80, -225, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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/*MenuResumeTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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/*MenuOptionsTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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MenuQuitTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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}
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else
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{
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/*MenuOptionsTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 0);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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WireFrameTexture.Bind();
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glTranslated(0, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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glTranslated(-400, -300, 0);
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MusicTexture.Bind();
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glTranslated(200, 200, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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BackBtnTexture.Bind();
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glTranslated(-375, 175, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 140);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 140);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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}
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//glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
|
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ShowCursor();
|
||||
}
|
||||
|
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void Engine::Init() {
|
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GLenum glewErr = glewInit();
|
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if (glewErr != GLEW_OK) {
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@@ -247,7 +53,6 @@ void Engine::Init() {
|
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glDisable(GL_BLEND);
|
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
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glBlendEquation(GL_FUNC_SUBTRACT);
|
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|
||||
//
|
||||
// Objet de skybox avec sa propre texture et son propre shader!
|
||||
m_skybox.Init(0.2f);
|
||||
@@ -260,18 +65,18 @@ void Engine::Init() {
|
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m_bullets[x] = nullptr;
|
||||
|
||||
uint64_t seed = SEED;
|
||||
std::string playname = "La Chienne <20> Jacques";
|
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if (NETWORK_TEST) { // Test connexion r<>seau.
|
||||
std::string playname = "La Chienne <20> Jacques";
|
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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;
|
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std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
|
||||
// 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;
|
||||
else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
|
||||
}
|
||||
|
||||
m_world.SetSeed(seed);
|
||||
@@ -290,13 +95,8 @@ void Engine::LoadResource() {
|
||||
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", 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");
|
||||
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
|
||||
LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
|
||||
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");
|
||||
@@ -388,6 +188,8 @@ void Engine::ProcessNotificationQueue() {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
|
||||
|
||||
|
||||
PrintText(xOffset, y, scale, it->message);
|
||||
|
||||
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
|
||||
@@ -434,7 +236,6 @@ void Engine::DisplayCrosshair() {
|
||||
void Engine::DisplayCurrentItem() {
|
||||
}
|
||||
|
||||
|
||||
void Engine::DisplayHud(int timer) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glLoadIdentity();
|
||||
@@ -448,7 +249,7 @@ void Engine::DisplayHud(int timer) {
|
||||
float playerHp = m_player.GetHP();
|
||||
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
|
||||
|
||||
// Arri<72>re-plan (Barre HP)
|
||||
// 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
|
||||
@@ -457,7 +258,7 @@ void Engine::DisplayHud(int timer) {
|
||||
glVertex2f(fPosX, fPosY); // Haut-Gauche
|
||||
glEnd();
|
||||
|
||||
//TODO: Associer avec m<>chanique de vie du joueur
|
||||
//TODO: Associer avec m<>chanique de vie du joueur
|
||||
|
||||
// Barre HP
|
||||
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
|
||||
@@ -468,7 +269,7 @@ void Engine::DisplayHud(int timer) {
|
||||
glVertex2f(fPosX, fPosY); // Haut-Gauche
|
||||
glEnd();
|
||||
|
||||
// Barre <20>quip
|
||||
// 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);
|
||||
@@ -489,7 +290,7 @@ void Engine::DisplayHud(int timer) {
|
||||
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
|
||||
glEnd();
|
||||
|
||||
//glDisable(GL_BLEND);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// Username
|
||||
glEnable(GL_BLEND);
|
||||
@@ -526,7 +327,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
||||
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
|
||||
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();
|
||||
@@ -551,7 +352,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
@@ -643,125 +443,112 @@ int Engine::GetCountdown(float elapsedTime) {
|
||||
}
|
||||
|
||||
void Engine::Render(float elapsedTime) {
|
||||
//static float gameTime = elapsedTime;
|
||||
static irrklang::ISound* step; // Pour les sons de pas.
|
||||
static float pollTime = 0;
|
||||
static float bulletTime = 0;
|
||||
static BlockType bloc = 1;
|
||||
|
||||
if (elapsedTime > 0.1f) return;
|
||||
|
||||
//gameTime += elapsedTime;
|
||||
pollTime += elapsedTime;
|
||||
|
||||
Transformation all;
|
||||
Transformation skybox;
|
||||
Vector3f vstep;
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
if (m_gamestate == GameState::PLAY)
|
||||
{
|
||||
HideCursor();
|
||||
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
|
||||
// Transformations initiales
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
//static float gameTime = elapsedTime;
|
||||
static irrklang::ISound* step; // Pour les sons de pas.
|
||||
static float pollTime = 0;
|
||||
static float bulletTime = 0;
|
||||
static BlockType bloc = 1;
|
||||
if (bulletTime > 0.f) bulletTime -= elapsedTime;
|
||||
if (bulletTime < 0.f) bulletTime = 0.f;
|
||||
|
||||
if (elapsedTime > 0.1f) return;
|
||||
|
||||
//gameTime += elapsedTime;
|
||||
pollTime += elapsedTime;
|
||||
|
||||
Transformation all;
|
||||
Transformation skybox;
|
||||
Vector3f vstep;
|
||||
|
||||
// Transformations initiales
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
if (bulletTime > 0.f) bulletTime -= elapsedTime;
|
||||
if (bulletTime < 0.f) bulletTime = 0.f;
|
||||
|
||||
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;
|
||||
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);
|
||||
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!).
|
||||
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_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.
|
||||
m_mouseWU = m_mouseWD = false;
|
||||
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.
|
||||
m_mouseWU = m_mouseWD = false;
|
||||
|
||||
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;
|
||||
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.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;
|
||||
}
|
||||
}
|
||||
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
|
||||
{
|
||||
DrawMenu();
|
||||
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_renderer.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_renderer.UpdateMesh(&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;
|
||||
}
|
||||
else if (m_gamestate == GameState::QUIT)
|
||||
Stop();
|
||||
}
|
||||
|
||||
void Engine::KeyPressEvent(unsigned char key) {
|
||||
@@ -787,15 +574,14 @@ void Engine::KeyPressEvent(unsigned char key) {
|
||||
}
|
||||
break;
|
||||
case 36: // ESC - Quitter
|
||||
m_gamestate = GameState::MAIN_MENU;
|
||||
//Stop();
|
||||
Stop();
|
||||
break;
|
||||
case 57: // Space - Sauter
|
||||
if (!m_keySpace) {
|
||||
m_keySpace = true;
|
||||
}
|
||||
break;
|
||||
case 94: // F10 - Plein <20>cran
|
||||
case 94: // F10 - Plein <20>cran
|
||||
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
|
||||
//SetFullscreen(!IsFullscreen());
|
||||
break;
|
||||
@@ -805,7 +591,7 @@ void Engine::KeyPressEvent(unsigned char key) {
|
||||
break;
|
||||
case 10: // K - Debugging DisplayNotification()
|
||||
m_keyK = true;
|
||||
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
|
||||
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
|
||||
break;
|
||||
case 11: // L - Debugging DisplayNotification()
|
||||
m_keyL = true;
|
||||
@@ -897,47 +683,35 @@ 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))
|
||||
return;
|
||||
|
||||
CenterMouse();
|
||||
}
|
||||
|
||||
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||||
m_mousemx = x;
|
||||
m_mousemy = y;
|
||||
|
||||
if (m_gamestate == GameState::PLAY)
|
||||
{
|
||||
switch (button) {
|
||||
case MOUSE_BUTTON_LEFT:
|
||||
m_mouseL = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_RIGHT:
|
||||
m_mouseR = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_MIDDLE:
|
||||
m_mouseC = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_UP:
|
||||
m_mouseWU = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||||
m_mouseWD = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_NONE: break;
|
||||
}
|
||||
}
|
||||
else if (m_gamestate == GameState::MAIN_MENU)
|
||||
{
|
||||
if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
|
||||
m_gamestate = GameState::PLAY;
|
||||
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
|
||||
m_gamestate = GameState::QUIT;
|
||||
switch (button) {
|
||||
case MOUSE_BUTTON_LEFT:
|
||||
m_mouseL = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_RIGHT:
|
||||
m_mouseR = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_MIDDLE:
|
||||
m_mouseC = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_UP:
|
||||
m_mouseWU = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||||
m_mouseWD = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_NONE: break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -18,13 +18,12 @@
|
||||
#include "audio.h"
|
||||
#include "textureatlas.h"
|
||||
#include "connector.h"
|
||||
#include "worldrenderer.h"
|
||||
#include "renderer.h"
|
||||
|
||||
class Engine : public OpenglContext {
|
||||
public:
|
||||
Engine();
|
||||
virtual ~Engine();
|
||||
virtual void DrawMenu();
|
||||
virtual void Init();
|
||||
virtual void DeInit();
|
||||
virtual void LoadResource();
|
||||
@@ -61,7 +60,7 @@ private:
|
||||
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
|
||||
|
||||
World m_world = World();
|
||||
WorldRenderer m_wrenderer = WorldRenderer();
|
||||
Renderer m_renderer = Renderer();
|
||||
|
||||
Texture m_textureSkybox;
|
||||
Texture m_textureFont;
|
||||
@@ -78,15 +77,6 @@ private:
|
||||
|
||||
Bullet* m_bullets[MAX_BULLETS];
|
||||
|
||||
//Menu
|
||||
enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
|
||||
GameState m_gamestate = GameState::MAIN_MENU;
|
||||
Texture MenuTitleTexture;
|
||||
Texture MenuBGTexture;
|
||||
Texture MenuStartTexture;
|
||||
Texture MenuQuitTexture;
|
||||
Texture MenuOptionsTexture;
|
||||
|
||||
float m_scale;
|
||||
float m_time = 0;
|
||||
|
||||
@@ -115,9 +105,6 @@ private:
|
||||
bool m_mouseC = false;
|
||||
bool m_mouseWU = false;
|
||||
bool m_mouseWD = false;
|
||||
//Pour trouver ou est la souris
|
||||
float m_mousemx = 0;
|
||||
float m_mousemy = 0;
|
||||
|
||||
std::string m_messageNotification = "";
|
||||
};
|
||||
|
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70
SQCSim2021/remoteplayer.cpp
Normal file
70
SQCSim2021/remoteplayer.cpp
Normal file
@@ -0,0 +1,70 @@
|
||||
#include "remoteplayer.h"
|
||||
#include <iostream>
|
||||
#include <cstring>
|
||||
|
||||
|
||||
RemotePlayer::RemotePlayer() : Player(Vector3f(0, 0, 0), 0, 0), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous() {
|
||||
|
||||
}
|
||||
|
||||
void RemotePlayer::Init() {
|
||||
|
||||
}
|
||||
|
||||
void RemotePlayer::Feed(const netprot::Output out) {
|
||||
|
||||
current.position = out.position;
|
||||
current.direction = out.direction;
|
||||
current.states = out.states;
|
||||
current.id = out.id;
|
||||
|
||||
//a revoir pour le jump et le shoot en meme temps lorsque les test seront possible
|
||||
|
||||
if (current.position != previous.position)
|
||||
{
|
||||
Vector3f positionDelta = current.position - previous.position;
|
||||
m_position = current.position + positionDelta;
|
||||
m_direction = current.direction;
|
||||
|
||||
}
|
||||
|
||||
if(current.direction != previous.direction)
|
||||
{
|
||||
m_direction = current.direction;
|
||||
current.direction = current.direction;
|
||||
}
|
||||
|
||||
if (current.states.shooting) {
|
||||
//true;
|
||||
m_animstate = Anim::SHOOTING;
|
||||
}
|
||||
else if (current.states.jumping) {
|
||||
//true;
|
||||
m_animstate = Anim::JUMPING;
|
||||
}
|
||||
else if (current.states.dead) {
|
||||
//true;
|
||||
m_animstate = Anim::DEAD;
|
||||
}
|
||||
else if(current.states.powerup){
|
||||
//true;
|
||||
m_animstate = Anim::POWERUP;
|
||||
}
|
||||
else if (current.states.still) {
|
||||
//true;
|
||||
m_animstate = Anim::STILL;
|
||||
}
|
||||
else if (current.states.running) {
|
||||
//true;
|
||||
m_animstate = Anim::RUNNING;
|
||||
}
|
||||
|
||||
|
||||
previous.direction = current.direction;
|
||||
previous.position = current.position;
|
||||
previous.states = current.states;
|
||||
previous.id = current.id;
|
||||
|
||||
|
||||
|
||||
}
|
25
SQCSim2021/remoteplayer.h
Normal file
25
SQCSim2021/remoteplayer.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef REMOTEPLAYER_H__
|
||||
#define REMOTEPLAYER_H__
|
||||
#include "../SQCSim-common/player.h"
|
||||
#include "../SQCSim-common/netprotocol.h"
|
||||
#include "define.h"
|
||||
#include "textureatlas.h"
|
||||
#include "shader.h"
|
||||
|
||||
class RemotePlayer : public Player {
|
||||
public:
|
||||
enum Anim { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 };
|
||||
|
||||
RemotePlayer();
|
||||
|
||||
void Init();
|
||||
void Feed(const netprot::Output out);
|
||||
|
||||
private:
|
||||
netprot::Output current, previous;
|
||||
float m_aminacc;
|
||||
Anim m_animstate;
|
||||
uint64_t m_team_id;
|
||||
|
||||
};
|
||||
#endif
|
@@ -1,13 +1,13 @@
|
||||
#include "worldrenderer.h"
|
||||
#include "renderer.h"
|
||||
|
||||
WorldRenderer::WorldRenderer() {
|
||||
Renderer::Renderer() {
|
||||
m_meshes.Reset(nullptr);
|
||||
}
|
||||
|
||||
WorldRenderer::~WorldRenderer() {
|
||||
Renderer::~Renderer() {
|
||||
}
|
||||
|
||||
void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) {
|
||||
void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const {
|
||||
rendercount = 0;
|
||||
Vector3f angle;
|
||||
Vector3f cursor;
|
||||
@@ -107,7 +107,7 @@ void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f&
|
||||
glStencilFunc(GL_GREATER, 1, 0xFF);
|
||||
};
|
||||
|
||||
void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
|
||||
void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
|
||||
int cx = player.x;
|
||||
int cy = player.z;
|
||||
static int frameUpdate = 2;
|
||||
@@ -211,3 +211,9 @@ void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderPlayer(Player* player, Transformation tran) const {
|
||||
}
|
||||
|
||||
void Renderer::RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const {
|
||||
}
|
30
SQCSim2021/renderer.h
Normal file
30
SQCSim2021/renderer.h
Normal file
@@ -0,0 +1,30 @@
|
||||
#ifndef RENDERER_H__
|
||||
#define RENDERER_H__
|
||||
#include <future>
|
||||
#include <thread>
|
||||
#include "../SQCSim-common/world.h"
|
||||
#include "../SQCSim-common/transformation.h"
|
||||
#include "define.h"
|
||||
#include "mesh.h"
|
||||
#include "textureatlas.h"
|
||||
#include "shader.h"
|
||||
#include "remoteplayer.h"
|
||||
|
||||
class Renderer {
|
||||
private:
|
||||
Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
|
||||
|
||||
TextureAtlas* m_playertext = nullptr;
|
||||
Shader* m_playershader = nullptr;
|
||||
|
||||
public:
|
||||
Renderer();
|
||||
~Renderer();
|
||||
|
||||
void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
|
||||
|
||||
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const;
|
||||
void RenderPlayer(Player* player, Transformation tran) const;
|
||||
void RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const;
|
||||
};
|
||||
#endif
|
@@ -1,23 +0,0 @@
|
||||
#ifndef WORLDRENDERER_H__
|
||||
#define WORLDRENDERER_H__
|
||||
#include <future>
|
||||
#include <thread>
|
||||
#include "../SQCSim-common/world.h"
|
||||
#include "../SQCSim-common/transformation.h"
|
||||
#include "define.h"
|
||||
#include "mesh.h"
|
||||
#include "textureatlas.h"
|
||||
#include "shader.h"
|
||||
|
||||
class WorldRenderer {
|
||||
private:
|
||||
Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
|
||||
|
||||
public:
|
||||
WorldRenderer();
|
||||
~WorldRenderer();
|
||||
|
||||
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas);
|
||||
void UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
|
||||
};
|
||||
#endif
|
Reference in New Issue
Block a user