Compare commits
7 Commits
SQC_17_HUD
...
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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@@ -20,8 +20,8 @@
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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 1600
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#define BASE_HEIGHT 900
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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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@@ -5,6 +5,8 @@
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#include <thread>
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#include <queue>
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// Define a structure to represent notifications
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struct Notification {
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std::string message;
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@@ -94,9 +96,6 @@ void Engine::LoadResource() {
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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_textureGun, TEXTURE_PATH "gun01.png", false);
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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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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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@@ -147,6 +146,7 @@ void Engine::KillNotification(Player killer, Player killed) {
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DisplayNotification(message);
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}
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void Engine::DisplayNotification(std::string message) {
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if (message.length() > 45) {
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@@ -162,22 +162,17 @@ void Engine::DisplayNotification(std::string message) {
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// Add a method to process the notification queue
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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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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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float xOffset = (Width() / 1.5f) * scaleX;
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float yOffset = (Height() / 1.2f) * scaleY;
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// Iterate through the notifications and display them
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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 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_DEPTH_TEST);
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@@ -193,7 +188,9 @@ void Engine::ProcessNotificationQueue() {
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glMatrixMode(GL_MODELVIEW);
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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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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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@@ -203,18 +200,22 @@ void Engine::ProcessNotificationQueue() {
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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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// Check if it's time to remove the notification (display for 2 seconds)
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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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else {
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++it;
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}
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}
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}
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void Engine::DisplayCrosshair() {
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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@@ -232,126 +233,61 @@ void Engine::DisplayCrosshair() {
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glEnd();
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}
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void Engine::DisplayPovGun() {
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// Setter le blend function, tout ce qui sera noir sera transparent
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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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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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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float scaleX = (Width()) / BASE_WIDTH;
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float scaleY = (Height()) / BASE_HEIGHT;
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float baseXOffset = 0.4958 * BASE_WIDTH;
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float baseWidth = 0.4688 * BASE_WIDTH;
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float baseHeight = 0.5787 * BASE_HEIGHT;
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float xTranslation = baseXOffset * scaleX;
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float quadWidth = baseWidth * scaleX;
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float quadHeight = baseHeight * scaleY;
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m_texturePovGun.Bind();
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glLoadIdentity();
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glTranslated(xTranslation, 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(quadWidth, 0);
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glTexCoord2f(1, 1);
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glVertex2i(quadWidth, quadHeight);
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glTexCoord2f(0, 1);
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glVertex2i(0, quadHeight);
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glEnd();
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// Reset du blend function
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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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glEnable(GL_STENCIL_TEST);
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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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}
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void Engine::DisplayCurrentItem() {
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}
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void Engine::DisplayHud(int timer) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glLoadIdentity();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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auto [scaleX, scaleY] = GetScale();
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float fBackPosX = (Width() / 25.0f) * scaleX;
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float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
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float fBackWidth = (Width() / 4.0f) * scaleX;
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float fBackHeight = (Height() / 5.5f) * scaleY;
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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glBegin(GL_QUADS);
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glVertex2f(fBackPosX, fBackPosY);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
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glVertex2f(fBackPosX, fBackPosY + fBackHeight);
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glEnd();
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// HP Bar
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float fBarWidth = (Width() / 4.0f) * scaleX;
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float fBarHeight = (Height() / 25.0f) * scaleY;
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float fPosX = (Width() / 25.0f) * scaleX;
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float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
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glDisable(GL_BLEND);
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// Barre HP
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float fBarWidth = Width() / 4;
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float fBarHeight = Height() / 25;
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float fPosX = Width() / 20;
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float fPosY = Height() - (Height() - (fBarHeight * 4));
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float playerHp = m_player.GetHP();
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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// HP Bar Background
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// Arri<EFBFBD>re-plan (Barre HP)
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY);
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glVertex2f(fPosX, fBarPosY);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glEnd();
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// Current HP
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//TODO: Associer avec m<>chanique de vie du joueur
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// Barre HP
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glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
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glVertex2f(fPosX, fBarPosY);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glEnd();
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// Equip Bar
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// Barre <20>quip
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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float fEquipWidth = (Width() * 0.175f) * scaleX;
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float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
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float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
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glTranslatef(fPosX, fEquipPosY, 0);
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m_textureGun.Bind();
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float margin = Width() * 0.05;
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float itemWidth = Width() * 0.33;
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float itemHeight = itemWidth / 2.208;
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float startX = Width() - itemWidth - margin;
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float startY = margin;
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glTranslated(startX, startY, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2i(0, 0);
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glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
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glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
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glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
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glTexCoord2f(1, 0); glVertex2i(0, 0);
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glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
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glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
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glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
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glEnd();
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glDisable(GL_BLEND);
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@@ -359,161 +295,54 @@ void Engine::DisplayHud(int timer) {
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// Username
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor3f(1.0f, 1.0f, 1.0f);
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glColor3f(1.0f, 1.0f, 1.0f);
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float scale = GetScale();
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m_textureFont.Bind();
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std::ostringstream ss;
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float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
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ss.str("");
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ss << m_player.GetUsername();
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PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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PrintText(fPosX, fPosY, scale, ss.str());
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ss.str("");
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ss << m_player.GetHP() * 100 << "%";
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PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
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// Countdown
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//Countdown
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ss.str("");
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ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
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PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
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PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
|
||||
|
||||
}
|
||||
|
||||
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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// Bind de la texture pour le font
|
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m_textureFont.Bind();
|
||||
std::ostringstream ss;
|
||||
|
||||
auto [scaleX, scaleY] = GetScale();
|
||||
|
||||
float fPosX = (Width() / 100.0f) * scaleX;
|
||||
float fPosY = Height() - (Height() * 0.05) * scaleY;
|
||||
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
|
||||
float scale = GetScale();
|
||||
unsigned int x = Width() / 25;
|
||||
|
||||
ss << " Fps : " << GetFps(elapsedTime);
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " Rendered Chunks : " << m_renderCount;
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
|
||||
float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
|
||||
fPosY = fPosYJump;
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " Velocity : " << m_player.GetVelocity();
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
|
||||
PrintText(x, Height() / 48, scale, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " Direction : " << m_player.GetDirection();
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
PrintText(x, Height() / 24, scale, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " Position : " << m_player.GetPosition();
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
PrintText(x, Height() / 16, scale, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " Block : ";
|
||||
|
||||
if (bloc == BTYPE_LAST)
|
||||
ss << "Weapon";
|
||||
else
|
||||
ss << (int)bloc;
|
||||
PrintText(fPosX, fPosYJump, ss.str());
|
||||
}
|
||||
ss << "Weapon.";
|
||||
else ss << (int)bloc;
|
||||
|
||||
void Engine::DisplaySingleOrMultiplayerMenu() {
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
|
||||
glLoadIdentity();
|
||||
glOrtho(0, Width(), 0, Height(), -1, 1);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
|
||||
auto [scaleX, scaleY] = GetScale();
|
||||
float fBackPosX = 0.0f;
|
||||
float fBackPosY = 0.0f;
|
||||
float fBackWidth = Width();
|
||||
float fBackHeight = Height();
|
||||
|
||||
m_textureSoloMultiMenu.Bind();
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
|
||||
glEnd();
|
||||
|
||||
float centerX = (Width() / 2.0f);
|
||||
float centerY = (Height() / 2.0f);
|
||||
float titleWidth = (centerX * 1.85f) * scaleX;
|
||||
float titleHeight = (centerY * 1.85f) * scaleY;
|
||||
|
||||
// Solo game indicator
|
||||
m_textureTitle.Bind();
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
|
||||
glEnd();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Solo game indicator
|
||||
float fPosX = (centerX * 1.1f) * scaleX;
|
||||
float fPosXWidth = (centerX * 1.75f) * scaleX;
|
||||
float soloPosY = (centerY * 0.75f) * scaleY;
|
||||
float soloHeight = (centerY * 0.9f) * scaleY;
|
||||
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
|
||||
glEnd();
|
||||
|
||||
// Multiplayer game indicator
|
||||
float multiPosY = (centerY * 0.5f) * scaleY;
|
||||
float multiHeight = (centerY * 0.65f) * scaleY;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
|
||||
glEnd();
|
||||
|
||||
// TODO: Add SOLO / MULTIPLAYER text with font
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
PrintText(x, Height() / 12, scale, ss.str());
|
||||
}
|
||||
|
||||
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||
@@ -535,6 +364,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||
|
||||
int timer = GetCountdown(elapsedTime);
|
||||
|
||||
// Appel de la fonction pour l'affichage de notifications
|
||||
if (m_keyK) {
|
||||
SystemNotification(m_messageNotification);
|
||||
m_keyK = false;
|
||||
@@ -557,6 +387,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||
DisplayCrosshair();
|
||||
}
|
||||
|
||||
// Reset du blend function
|
||||
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
|
||||
glBlendEquation(GL_FUNC_SUBTRACT);
|
||||
|
||||
@@ -570,36 +401,31 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
|
||||
auto [scaleX, scaleY] = GetScale();
|
||||
float scale = std::min(scaleX, scaleY);
|
||||
|
||||
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
|
||||
float charSize = baseCharSize * charSizeMultiplier;
|
||||
|
||||
void Engine::PrintText(float x, float y, float scale, const std::string& t) {
|
||||
glLoadIdentity();
|
||||
glTranslated(x, y, 0);
|
||||
|
||||
for (unsigned int i = 0; i < t.length(); ++i) {
|
||||
float left = (float)((t[i] - 32) % 16) / 16.f;
|
||||
float top = (float)((t[i] - 32) / 16) / 16.f;
|
||||
top += 0.5f;
|
||||
top += .5f;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
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); glVertex2f(charSize * scale, charSize * scale);
|
||||
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
|
||||
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
|
||||
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
|
||||
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
|
||||
glEnd();
|
||||
|
||||
glTranslated(0.5555f * charSize * scale, 0, 0);
|
||||
glTranslated(8 * scale, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
std::pair<float, float> Engine::GetScale() const {
|
||||
float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
|
||||
float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
|
||||
return { widthRatio, heightRatio };
|
||||
float Engine::GetScale() const {
|
||||
float widthRatio = Width() / BASE_WIDTH;
|
||||
float heightRatio = Height() / BASE_HEIGHT;
|
||||
|
||||
return (widthRatio + heightRatio) / 2.0f;
|
||||
}
|
||||
|
||||
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
|
||||
@@ -611,7 +437,7 @@ int Engine::GetCountdown(float elapsedTime) {
|
||||
}
|
||||
if (m_countdown < m_time)
|
||||
Stop();
|
||||
if (!m_stopcountdown)
|
||||
if(!m_stopcountdown)
|
||||
m_time += elapsedTime;
|
||||
return m_countdown - (int)m_time;
|
||||
}
|
||||
@@ -705,20 +531,14 @@ void Engine::Render(float elapsedTime) {
|
||||
m_bullets[x] = nullptr;
|
||||
}
|
||||
|
||||
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
|
||||
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_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
|
||||
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
|
||||
|
||||
if (m_isSkybox) m_skybox.Render(skybox);
|
||||
|
||||
|
||||
DrawHud(elapsedTime, bloc);
|
||||
DisplayPovGun();
|
||||
ProcessNotificationQueue();
|
||||
|
||||
/*if (m_soloMultiChoiceMade) {
|
||||
DisplaySingleOrMultiplayerMenu();
|
||||
}*/
|
||||
DrawHud(elapsedTime, bloc);
|
||||
|
||||
static bool fell = false;
|
||||
if (m_player.GetPosition().y < 1.7f && !fell) {
|
||||
|
@@ -18,7 +18,7 @@
|
||||
#include "audio.h"
|
||||
#include "textureatlas.h"
|
||||
#include "connector.h"
|
||||
#include "worldrenderer.h"
|
||||
#include "renderer.h"
|
||||
|
||||
class Engine : public OpenglContext {
|
||||
public:
|
||||
@@ -36,7 +36,7 @@ public:
|
||||
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
|
||||
|
||||
private:
|
||||
std::pair<float, float> GetScale() const;
|
||||
float GetScale() const;
|
||||
|
||||
int GetFps(float elapsedTime) const;
|
||||
int GetCountdown(float elapsedTime);
|
||||
@@ -48,13 +48,11 @@ private:
|
||||
void DisplayNotification(std::string message);
|
||||
void ProcessNotificationQueue();
|
||||
void DisplayCrosshair();
|
||||
void DisplayPovGun();
|
||||
void DisplayCurrentItem();
|
||||
void DisplayHud(int timer);
|
||||
void DisplayInfo(float elapsedTime, BlockType bloc);
|
||||
void DisplaySingleOrMultiplayerMenu();
|
||||
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;
|
||||
Shader m_shader01;
|
||||
@@ -62,15 +60,12 @@ private:
|
||||
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
|
||||
|
||||
World m_world = World();
|
||||
WorldRenderer m_wrenderer = WorldRenderer();
|
||||
Renderer m_renderer = Renderer();
|
||||
|
||||
Texture m_textureCrosshair;
|
||||
Texture m_textureFont;
|
||||
Texture m_textureGun;
|
||||
Texture m_texturePovGun;
|
||||
Texture m_textureSkybox;
|
||||
Texture m_textureSoloMultiMenu;
|
||||
Texture m_textureTitle;
|
||||
Texture m_textureFont;
|
||||
Texture m_textureCrosshair;
|
||||
Texture m_textureGun;
|
||||
|
||||
Skybox m_skybox;
|
||||
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
||||
@@ -96,7 +91,6 @@ private:
|
||||
bool m_displayHud = true;
|
||||
bool m_displayInfo = false;
|
||||
bool m_resetcountdown = false;
|
||||
bool m_soloMultiChoiceMade = true;
|
||||
bool m_stopcountdown = false;
|
||||
|
||||
bool m_keyK = false;
|
||||
|
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 |
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
|
@@ -8,30 +8,30 @@ void Skybox::Init(float size){
|
||||
int count = 0;
|
||||
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, .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, .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, .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, .75f);
|
||||
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
|
||||
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
|
||||
|
||||
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .25f, 1.f);
|
||||
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
|
||||
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .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, 1.f);
|
||||
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .5f, 1.f);
|
||||
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .5f, .75f);
|
||||
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .25f, .75f);
|
||||
|
||||
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f);
|
||||
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f);
|
||||
|
@@ -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