Compare commits
4 Commits
SQC_17_HUD
...
SQC-09
Author | SHA1 | Date | |
---|---|---|---|
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a054a7bff1 | ||
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b712c950c6 | ||
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3f774d7c2e | ||
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6668127f15 |
@@ -20,12 +20,13 @@
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#define SRV_ADDR "127.0.0.1"
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#define SRV_ADDR "127.0.0.1"
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#define COUNTDOWN 300
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#define COUNTDOWN 300
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#define BASE_WIDTH 1600
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 900
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#define BASE_HEIGHT 480
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#define TEXTURE_PATH "./media/textures/"
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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#define AUDIO_PATH "./media/audio/"
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#define CHUNK_PATH "./media/chunks/"
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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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#endif // DEFINE_H__
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@@ -5,6 +5,8 @@
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#include <thread>
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#include <thread>
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#include <queue>
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#include <queue>
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// Define a structure to represent notifications
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// Define a structure to represent notifications
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struct Notification {
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struct Notification {
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std::string message;
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std::string message;
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@@ -26,6 +28,200 @@ Engine::~Engine() {
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m_world.GetChunks().Get(x, y)->~Chunk();
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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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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}
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void Engine::Init() {
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void Engine::Init() {
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GLenum glewErr = glewInit();
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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if (glewErr != GLEW_OK) {
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@@ -51,6 +247,7 @@ void Engine::Init() {
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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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glBlendEquation(GL_FUNC_SUBTRACT);
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//
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//
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// Objet de skybox avec sa propre texture et son propre shader!
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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m_skybox.Init(0.2f);
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@@ -63,18 +260,18 @@ void Engine::Init() {
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m_bullets[x] = nullptr;
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m_bullets[x] = nullptr;
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uint64_t seed = SEED;
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uint64_t seed = SEED;
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std::string playname = "La Chienne <20> Jacques";
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std::string playname = "La Chienne <20> Jacques";
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if (NETWORK_TEST) { // Test connexion r<>seau.
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if (NETWORK_TEST) { // Test connexion r<>seau.
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if (!m_conn.Init()) {
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if (!m_conn.Init()) {
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if (!m_conn.Connect(SRV_ADDR, playname)) {
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if (!m_conn.Connect(SRV_ADDR, playname)) {
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// setup jeu en r<>seau.
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// setup jeu en r<>seau.
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std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
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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;
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std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
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seed = m_conn.getSeed();
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seed = m_conn.getSeed();
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}
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}
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else std::cout << "Erreur de connexion." << std::endl;
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else std::cout << "Erreur de connexion." << std::endl;
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}
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}
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else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
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else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
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}
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}
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m_world.SetSeed(seed);
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m_world.SetSeed(seed);
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@@ -93,11 +290,13 @@ void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true);
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LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
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LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
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LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
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LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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@@ -147,6 +346,7 @@ void Engine::KillNotification(Player killer, Player killed) {
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DisplayNotification(message);
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DisplayNotification(message);
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}
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}
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void Engine::DisplayNotification(std::string message) {
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void Engine::DisplayNotification(std::string message) {
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if (message.length() > 45) {
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if (message.length() > 45) {
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@@ -162,22 +362,17 @@ void Engine::DisplayNotification(std::string message) {
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// Add a method to process the notification queue
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// Add a method to process the notification queue
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void Engine::ProcessNotificationQueue() {
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void Engine::ProcessNotificationQueue() {
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//PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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//float fPosX = (Width() / 100.0f) * scaleX;
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//float fPosY = Height() - (Height() * 0.05) * scaleY;
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m_textureFont.Bind();
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m_textureFont.Bind();
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float scale = GetScale();
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unsigned int xOffset = Width() - Width() * 0.26;
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unsigned int yOffset = Height() - (Height() / 2.2);
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auto [scaleX, scaleY] = GetScale();
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// Iterate through the notifications and display them
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float xOffset = (Width() / 1.5f) * scaleX;
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float yOffset = (Height() / 1.2f) * scaleY;
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for (auto it = notifications.begin(); it != notifications.end(); ) {
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for (auto it = notifications.begin(); it != notifications.end(); ) {
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float timeSinceDisplay = m_time - it->displayStartTime;
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float timeSinceDisplay = m_time - it->displayStartTime;
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float y = yOffset - (20.0f * scaleX * (it - notifications.begin()));
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// Display the notification message with vertical offset
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unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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@@ -193,7 +388,7 @@ void Engine::ProcessNotificationQueue() {
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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PrintText(xOffset, y, it->message);
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PrintText(xOffset, y, scale, it->message);
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|
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glBlendEquation(GL_FUNC_SUBTRACT);
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@@ -203,18 +398,22 @@ void Engine::ProcessNotificationQueue() {
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|||||||
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|
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopMatrix();
|
||||||
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|
||||||
glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopMatrix();
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// Check if it's time to remove the notification (display for 2 seconds)
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if (timeSinceDisplay >= 4.0f) {
|
if (timeSinceDisplay >= 4.0f) {
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it = notifications.erase(it);
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it = notifications.erase(it); // Remove the notification
|
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}
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}
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else {
|
else {
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++it;
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++it;
|
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}
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}
|
||||||
}
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}
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|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Engine::DisplayCrosshair() {
|
void Engine::DisplayCrosshair() {
|
||||||
m_textureCrosshair.Bind();
|
m_textureCrosshair.Bind();
|
||||||
static const int crossSize = 32;
|
static const int crossSize = 32;
|
||||||
@@ -232,288 +431,117 @@ void Engine::DisplayCrosshair() {
|
|||||||
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() {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Engine::DisplayHud(int timer) {
|
void Engine::DisplayHud(int timer) {
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glDisable(GL_BLEND);
|
||||||
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;
|
||||||
|
|
||||||
// HP Bar Background
|
// Arri<EFBFBD>re-plan (Barre HP)
|
||||||
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, fBarPosY - fBarHeight);
|
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
|
||||||
glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
|
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
|
||||||
glVertex2f(fPosX + fBarWidth, fBarPosY);
|
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
|
||||||
glVertex2f(fPosX, fBarPosY);
|
glVertex2f(fPosX, fPosY); // Haut-Gauche
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
// Current HP
|
//TODO: Associer avec m<>chanique de vie du joueur
|
||||||
|
|
||||||
|
// 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, fBarPosY - fBarHeight);
|
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
|
||||||
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
|
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
|
||||||
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
|
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
|
||||||
glVertex2f(fPosX, fBarPosY);
|
glVertex2f(fPosX, fPosY); // Haut-Gauche
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
// Equip Bar
|
// Barre <20>quip
|
||||||
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(0, 0); glVertex2i(0, 0);
|
glTexCoord2f(1, 0); glVertex2i(0, 0);
|
||||||
glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
|
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
|
||||||
glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
|
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
|
||||||
glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
|
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
glDisable(GL_BLEND);
|
//glDisable(GL_BLEND);
|
||||||
|
|
||||||
// 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;
|
||||||
float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
|
|
||||||
|
|
||||||
ss.str("");
|
|
||||||
ss << m_player.GetUsername();
|
ss << m_player.GetUsername();
|
||||||
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
|
PrintText(fPosX, fPosY, scale, ss.str());
|
||||||
|
|
||||||
ss.str("");
|
//Countdown
|
||||||
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() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
|
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
||||||
|
|
||||||
auto [scaleX, scaleY] = GetScale();
|
float scale = 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(fPosX, fPosY, ss.str());
|
PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
|
||||||
ss.str("");
|
ss.str("");
|
||||||
fPosY -= charSize;
|
|
||||||
|
|
||||||
ss << " Rendered Chunks : " << m_renderCount;
|
ss << " Rendered Chunks : " << m_renderCount;
|
||||||
PrintText(fPosX, fPosY, ss.str());
|
PrintText(x, Height() - (Height() / 13.7), scale, 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(fPosX, fPosY, ss.str());
|
PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
|
||||||
ss.str("");
|
ss.str("");
|
||||||
fPosY -= charSize;
|
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
|
||||||
|
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(fPosX, fPosY, ss.str());
|
PrintText(x, Height() / 24, scale, ss.str());
|
||||||
ss.str("");
|
ss.str("");
|
||||||
fPosY -= charSize;
|
|
||||||
|
|
||||||
ss << " Position : " << m_player.GetPosition();
|
ss << " Position : " << m_player.GetPosition();
|
||||||
PrintText(fPosX, fPosY, ss.str());
|
PrintText(x, Height() / 16, scale, 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
|
else ss << (int)bloc;
|
||||||
ss << (int)bloc;
|
|
||||||
PrintText(fPosX, fPosYJump, ss.str());
|
|
||||||
}
|
|
||||||
|
|
||||||
void Engine::DisplaySingleOrMultiplayerMenu() {
|
PrintText(x, Height() / 12, scale, ss.str());
|
||||||
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) {
|
||||||
@@ -523,6 +551,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
|||||||
|
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||||
glBlendEquation(GL_FUNC_ADD);
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
@@ -535,6 +564,7 @@ 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;
|
||||||
@@ -557,6 +587,7 @@ 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);
|
||||||
|
|
||||||
@@ -570,36 +601,31 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
|||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
|
void Engine::PrintText(float x, float y, float scale, const std::string& t) {
|
||||||
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 += 0.5f;
|
top += .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(charSize * scale, 0);
|
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
|
||||||
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
|
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
|
||||||
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
|
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
glTranslated(0.5555f * charSize * scale, 0, 0);
|
glTranslated(8 * scale, 0, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::pair<float, float> Engine::GetScale() const {
|
float Engine::GetScale() const {
|
||||||
float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
|
float widthRatio = Width() / BASE_WIDTH;
|
||||||
float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
|
float heightRatio = 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; }
|
||||||
@@ -611,12 +637,19 @@ 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::Render(float elapsedTime) {
|
void Engine::Render(float elapsedTime) {
|
||||||
|
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
|
||||||
|
|
||||||
//static float gameTime = elapsedTime;
|
//static float gameTime = elapsedTime;
|
||||||
static irrklang::ISound* step; // Pour les sons de pas.
|
static irrklang::ISound* step; // Pour les sons de pas.
|
||||||
static float pollTime = 0;
|
static float pollTime = 0;
|
||||||
@@ -631,7 +664,6 @@ void Engine::Render(float elapsedTime) {
|
|||||||
Transformation all;
|
Transformation all;
|
||||||
Transformation skybox;
|
Transformation skybox;
|
||||||
Vector3f vstep;
|
Vector3f vstep;
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
||||||
|
|
||||||
// Transformations initiales
|
// Transformations initiales
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
@@ -656,8 +688,8 @@ void Engine::Render(float elapsedTime) {
|
|||||||
break;
|
break;
|
||||||
default: 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
|
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)
|
// son vecteur de v<>locit<69> (pour l'effet Doppler)
|
||||||
pollTime = 0;
|
pollTime = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -669,7 +701,7 @@ void Engine::Render(float elapsedTime) {
|
|||||||
if (m_mouseWU) bloc++;
|
if (m_mouseWU) bloc++;
|
||||||
else if (m_mouseWD) bloc--;
|
else if (m_mouseWD) bloc--;
|
||||||
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
|
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
|
||||||
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
|
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
|
||||||
m_mouseWU = m_mouseWD = false;
|
m_mouseWU = m_mouseWD = false;
|
||||||
|
|
||||||
if (m_mouseL) {
|
if (m_mouseL) {
|
||||||
@@ -681,7 +713,7 @@ void Engine::Render(float elapsedTime) {
|
|||||||
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
|
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
|
||||||
break;
|
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.
|
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]->~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());
|
||||||
}
|
}
|
||||||
@@ -711,14 +743,8 @@ void Engine::Render(float elapsedTime) {
|
|||||||
|
|
||||||
if (m_isSkybox) m_skybox.Render(skybox);
|
if (m_isSkybox) m_skybox.Render(skybox);
|
||||||
|
|
||||||
|
|
||||||
DrawHud(elapsedTime, bloc);
|
|
||||||
DisplayPovGun();
|
|
||||||
ProcessNotificationQueue();
|
ProcessNotificationQueue();
|
||||||
|
DrawHud(elapsedTime, bloc);
|
||||||
/*if (m_soloMultiChoiceMade) {
|
|
||||||
DisplaySingleOrMultiplayerMenu();
|
|
||||||
}*/
|
|
||||||
|
|
||||||
static bool fell = false;
|
static bool fell = false;
|
||||||
if (m_player.GetPosition().y < 1.7f && !fell) {
|
if (m_player.GetPosition().y < 1.7f && !fell) {
|
||||||
@@ -729,6 +755,13 @@ void Engine::Render(float elapsedTime) {
|
|||||||
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)
|
||||||
|
{
|
||||||
|
DrawMenu();
|
||||||
|
}
|
||||||
|
else if (m_gamestate == GameState::QUIT)
|
||||||
|
Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::KeyPressEvent(unsigned char key) {
|
void Engine::KeyPressEvent(unsigned char key) {
|
||||||
@@ -754,14 +787,15 @@ void Engine::KeyPressEvent(unsigned char key) {
|
|||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case 36: // ESC - Quitter
|
case 36: // ESC - Quitter
|
||||||
Stop();
|
m_gamestate = GameState::MAIN_MENU;
|
||||||
|
//Stop();
|
||||||
break;
|
break;
|
||||||
case 57: // Space - Sauter
|
case 57: // Space - Sauter
|
||||||
if (!m_keySpace) {
|
if (!m_keySpace) {
|
||||||
m_keySpace = true;
|
m_keySpace = true;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case 94: // F10 - Plein <20>cran
|
case 94: // F10 - Plein <20>cran
|
||||||
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
|
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
|
||||||
//SetFullscreen(!IsFullscreen());
|
//SetFullscreen(!IsFullscreen());
|
||||||
break;
|
break;
|
||||||
@@ -771,7 +805,7 @@ void Engine::KeyPressEvent(unsigned char key) {
|
|||||||
break;
|
break;
|
||||||
case 10: // K - Debugging DisplayNotification()
|
case 10: // K - Debugging DisplayNotification()
|
||||||
m_keyK = true;
|
m_keyK = true;
|
||||||
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
|
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
|
||||||
break;
|
break;
|
||||||
case 11: // L - Debugging DisplayNotification()
|
case 11: // L - Debugging DisplayNotification()
|
||||||
m_keyL = true;
|
m_keyL = true;
|
||||||
@@ -863,18 +897,22 @@ void Engine::MouseMoveEvent(int x, int y) {
|
|||||||
m_player.TurnLeftRight(x - (Width() / 2));
|
m_player.TurnLeftRight(x - (Width() / 2));
|
||||||
m_player.TurnTopBottom(y - (Height() / 2));
|
m_player.TurnTopBottom(y - (Height() / 2));
|
||||||
|
|
||||||
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
|
// 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
|
// 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
|
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
|
||||||
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
|
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
|
||||||
// MouseMoveEvent, etc
|
// MouseMoveEvent, etc
|
||||||
if (x == (Width() / 2) && y == (Height() / 2))
|
if (x == (Width() / 2) && y == (Height() / 2))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
CenterMouse();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||||||
|
m_mousemx = x;
|
||||||
|
m_mousemy = y;
|
||||||
|
|
||||||
|
if (m_gamestate == GameState::PLAY)
|
||||||
|
{
|
||||||
switch (button) {
|
switch (button) {
|
||||||
case MOUSE_BUTTON_LEFT:
|
case MOUSE_BUTTON_LEFT:
|
||||||
m_mouseL = true;
|
m_mouseL = true;
|
||||||
@@ -893,6 +931,14 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
|||||||
break;
|
break;
|
||||||
case MOUSE_BUTTON_NONE: 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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
|
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||||||
|
@@ -24,6 +24,7 @@ class Engine : public OpenglContext {
|
|||||||
public:
|
public:
|
||||||
Engine();
|
Engine();
|
||||||
virtual ~Engine();
|
virtual ~Engine();
|
||||||
|
virtual void DrawMenu();
|
||||||
virtual void Init();
|
virtual void Init();
|
||||||
virtual void DeInit();
|
virtual void DeInit();
|
||||||
virtual void LoadResource();
|
virtual void LoadResource();
|
||||||
@@ -36,7 +37,7 @@ 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:
|
||||||
std::pair<float, float> GetScale() const;
|
float GetScale() const;
|
||||||
|
|
||||||
int GetFps(float elapsedTime) const;
|
int GetFps(float elapsedTime) const;
|
||||||
int GetCountdown(float elapsedTime);
|
int GetCountdown(float elapsedTime);
|
||||||
@@ -48,13 +49,11 @@ 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, const std::string& t, float charSizeMultiplier = 1.0f);
|
void PrintText(float x, float y, float scale, const std::string& t);
|
||||||
|
|
||||||
Connector m_conn;
|
Connector m_conn;
|
||||||
Shader m_shader01;
|
Shader m_shader01;
|
||||||
@@ -64,13 +63,10 @@ private:
|
|||||||
World m_world = World();
|
World m_world = World();
|
||||||
WorldRenderer m_wrenderer = WorldRenderer();
|
WorldRenderer m_wrenderer = WorldRenderer();
|
||||||
|
|
||||||
Texture m_textureCrosshair;
|
|
||||||
Texture m_textureFont;
|
|
||||||
Texture m_textureGun;
|
|
||||||
Texture m_texturePovGun;
|
|
||||||
Texture m_textureSkybox;
|
Texture m_textureSkybox;
|
||||||
Texture m_textureSoloMultiMenu;
|
Texture m_textureFont;
|
||||||
Texture m_textureTitle;
|
Texture m_textureCrosshair;
|
||||||
|
Texture m_textureGun;
|
||||||
|
|
||||||
Skybox m_skybox;
|
Skybox m_skybox;
|
||||||
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
||||||
@@ -82,6 +78,15 @@ private:
|
|||||||
|
|
||||||
Bullet* m_bullets[MAX_BULLETS];
|
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_scale;
|
||||||
float m_time = 0;
|
float m_time = 0;
|
||||||
|
|
||||||
@@ -96,7 +101,6 @@ 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;
|
||||||
@@ -111,6 +115,9 @@ private:
|
|||||||
bool m_mouseC = false;
|
bool m_mouseC = false;
|
||||||
bool m_mouseWU = false;
|
bool m_mouseWU = false;
|
||||||
bool m_mouseWD = false;
|
bool m_mouseWD = false;
|
||||||
|
//Pour trouver ou est la souris
|
||||||
|
float m_mousemx = 0;
|
||||||
|
float m_mousemy = 0;
|
||||||
|
|
||||||
std::string m_messageNotification = "";
|
std::string m_messageNotification = "";
|
||||||
};
|
};
|
||||||
|
BIN
SQCSim2021/media/menu_items/BasicPlay.png
Normal file
BIN
SQCSim2021/media/menu_items/BasicPlay.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.9 KiB |
BIN
SQCSim2021/media/menu_items/BasicQuit.png
Normal file
BIN
SQCSim2021/media/menu_items/BasicQuit.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 8.6 KiB |
BIN
SQCSim2021/media/menu_items/test.png
Normal file
BIN
SQCSim2021/media/menu_items/test.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 289 KiB |
Binary file not shown.
Before Width: | Height: | Size: 1.3 MiB |
Binary file not shown.
Before Width: | Height: | Size: 4.3 MiB |
Binary file not shown.
Before Width: | Height: | Size: 30 KiB |
@@ -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, .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, .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, .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, .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, .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, .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, .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, .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, .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, .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, .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, 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, .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, 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, .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, .5f, .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, .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);
|
||||||
|
Reference in New Issue
Block a user