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13 Commits

Author SHA1 Message Date
mduval76
9dd2e1b821 Fix pour resize dynamique de la fenetre de jeu (positionnement et scalaires).
Fix pour le maudit F10-fullscreen
2023-10-31 11:11:14 -04:00
mduval76
eed8f5f04a Push menu solo ou multi. 2023-10-29 15:39:29 -04:00
Claudel-D-Roy
e2fa4fea7c Merge branch 'SQC_17_HUD' 2023-10-27 14:53:45 -04:00
mduval76
fc4a22e844 Push sans le menu solo/multi. 2023-10-27 13:27:15 -04:00
MarcEricMartel
102153a093 Merge pull request #18 from CegepSTH/L-CSplash
Créé branche_L_C
2023-10-27 12:38:40 -04:00
mduval76
c7271f6217 Push skybox ciel éclairé 2023-10-25 02:06:29 -04:00
mduval76
8ebe7b95fc Push menu solo/multi avec titre et quads contenant choix. Manque persistence du menu en 2D et nom des choix dans les quads. 2023-10-25 01:01:25 -04:00
Claudel-D-Roy
5e29c9be54 push menu image 2023-10-23 17:11:13 -04:00
Louis-Charles Gaumond
f8680a318a Changement dans le splachscreen 2023-10-23 16:57:19 -04:00
mduval76
df5b7960b2 Push placement text notification queue 2023-10-23 16:11:35 -04:00
Louis-Charles Gaumond
f4d4f1eca0 Créé branche 2023-10-23 16:10:21 -04:00
MarcEricMartel
793da52871 Merge pull request #14 from CegepSTH/sqc-20_audiobullet
whoooosh!
2023-10-16 17:44:56 -04:00
mduval76
db0a39f64a Remaniement du HUD. TOUT est scalable aux dimensions du game window. % de vie ajouté. Font size multipliable. 2023-10-15 23:36:26 -04:00
13 changed files with 487 additions and 157 deletions

View File

@@ -5,8 +5,6 @@
#include <thread> #include <thread>
#include <queue> #include <queue>
// Define a structure to represent notifications // Define a structure to represent notifications
struct Notification { struct Notification {
std::string message; std::string message;
@@ -28,6 +26,58 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk(); m_world.GetChunks().Get(x, y)->~Chunk();
} }
void Engine::DrawSplachScreen()
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Définir la matrice de projection en mode orthographique
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
// Définir la matrice de modèle-vue
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// L'image sera centrée autour de l'origine (0, 0, 0)
int imageWidth = Width(); // Remplacez par la largeur de votre image
int imageHeight = Height(); // Remplacez par la hauteur de votre image
// Texture
SplachScreenTexture.Bind();
// Dessiner un quadrilatère centré
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(-imageWidth / 2, -imageHeight / 2);
glTexCoord2f(1, 0);
glVertex2i(imageWidth / 2, -imageHeight / 2);
glTexCoord2f(1, 1);
glVertex2i(imageWidth / 2, imageHeight / 2);
glTexCoord2f(0, 1);
glVertex2i(-imageWidth / 2, imageHeight / 2);
glEnd();
// Activer la transparence
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
// Restaurer les matrices précédentes
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
m_gamestate = GameState::OPTIONS;
}
void Engine::DrawMenu() void Engine::DrawMenu()
{ {
static const int sTitle = 400; static const int sTitle = 400;
@@ -223,6 +273,8 @@ void Engine::DrawMenu()
} }
void Engine::Init() { void Engine::Init() {
GLenum glewErr = glewInit(); GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) { if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
@@ -294,10 +346,17 @@ void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureSoloText, TEXTURE_PATH "single_player.png", false);
LoadTexture(m_textureMultiText, TEXTURE_PATH "multi_player.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
@@ -350,7 +409,6 @@ void Engine::KillNotification(Player killer, Player killed) {
DisplayNotification(message); DisplayNotification(message);
} }
void Engine::DisplayNotification(std::string message) { void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) { if (message.length() > 45) {
@@ -366,17 +424,19 @@ void Engine::DisplayNotification(std::string message) {
// Add a method to process the notification queue // Add a method to process the notification queue
void Engine::ProcessNotificationQueue() { void Engine::ProcessNotificationQueue() {
m_textureFont.Bind(); //PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
float scale = GetScale(); //float fPosX = (Width() / 100.0f) * scaleX;
unsigned int xOffset = Width() - Width() * 0.26; //float fPosY = Height() - (Height() * 0.05) * scaleY;
unsigned int yOffset = Height() - (Height() / 2.2);
m_textureFont.Bind();
float xOffset = Width() * 0.66f;
float yOffset = Height() * 0.83f;
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) { for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime; float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset float y = yOffset - (20.0f * (it - notifications.begin()));
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@@ -392,7 +452,7 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
PrintText(xOffset, y, scale, it->message); PrintText(xOffset, y, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
@@ -402,22 +462,18 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPopMatrix(); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) { if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification it = notifications.erase(it);
} }
else { else {
++it; ++it;
} }
} }
} }
void Engine::DisplayCrosshair() { void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind(); m_textureCrosshair.Bind();
static const int crossSize = 32; static const int crossSize = 32;
@@ -435,6 +491,58 @@ 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 baseXOffsetPercentage = 0.4958;
float baseWidthPercentage = 0.4688;
float baseHeightPercentage = 0.5787;
float xTranslation = baseXOffsetPercentage * Width();
float quadWidth = baseWidthPercentage * Width();
float quadHeight = baseHeightPercentage * Height();
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() {
} }
@@ -442,110 +550,276 @@ void Engine::DisplayCurrentItem() {
void Engine::DisplayHud(int timer) { void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Barre HP float itemBackgroundWidthProportion = 0.25f;
float fBarWidth = Width() / 4; float itemBackgroundHeightProportion = 0.175f;
float fBarHeight = Height() / 25; float itemBackgroundWidth = Width() * itemBackgroundWidthProportion;
float fPosX = Width() / 20; float itemBackgroundHeight = Height() * itemBackgroundHeightProportion;
float fPosY = Height() - (Height() - (fBarHeight * 4)); float itemBackgroundXOffset = Width() * 0.05f;
float itemBackgroundYOffset = Height() * 0.6f;
float itemBackgroundXPos = itemBackgroundXOffset;
float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset;
// Selected item background
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(itemBackgroundXPos, itemBackgroundYPos);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight);
glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight);
glEnd();
// HP Bar
float playerHp = m_player.GetHP(); float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP) float hpBarWidthProportion = 0.25f;
float hpBarHeightProportion = 0.045f;
float hpBarWidth = Width() * hpBarWidthProportion;
float hpBarHeight = Height() * hpBarHeightProportion;
float hpBarXOffset = Width() * 0.05f;
float hpBarYOffset = Height() * 0.7f;
float hpBarYPos = Height() - hpBarHeight - hpBarYOffset;
// HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos);
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd(); glEnd();
//TODO: Associer avec m<>chanique de vie du joueur // Current HP
// Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos);
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd(); glEnd();
// Barre <20>quip // Equip Bar
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float equipWidthProportion = 0.8f;
float equipHeightProportion = 0.7f;
float equipWidth = itemBackgroundWidth * equipWidthProportion;
float equipHeight = itemBackgroundHeight * equipHeightProportion;
float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f;
float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;
glTranslatef(equipXOffset, equipYOffset, 0);
m_textureGun.Bind(); m_textureGun.Bind();
float margin = Width() * 0.05;
float itemWidth = Width() * 0.33;
float itemHeight = itemWidth / 2.208;
float startX = Width() - itemWidth - margin;
float startY = margin;
glTranslated(startX, startY, 0);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0); glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0); glTexCoord2f(1, 0); glVertex2f(equipWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight); glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glTexCoord2f(0, 1); glVertex2f(0, equipHeight);
glEnd(); glEnd();
//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 = hpBarYPos - (hpBarHeight * 2);
ss.str("");
ss << m_player.GetUsername(); ss << m_player.GetUsername();
PrintText(fPosX, fPosY, scale, ss.str()); PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f);
ss.str("");
ss << m_player.GetHP() * 100 << "%";
PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f);
float countdownXOffset = Width() * 0.2f;
float countdownYOffset = Height() * 0.1f;
float countdownXPos = Width() - countdownXOffset;
float countdownYPos = Height() - countdownYOffset;
// Countdown // Countdown
ss.str(""); ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str()); PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f);
} }
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
float scale = GetScale(); float marginX = Width() * 0.01;
unsigned int x = Width() / 25; float marginY = Height() * 0.05;
float fPosX = marginX;
float fPosY = Height() - marginY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime); ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Rendered Chunks : " << m_renderCount; ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position fPosY -= charSize;
PrintText(x, Height() / 48, scale, ss.str());
float fPosYJump = Height() * 0.09;
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Direction : " << m_player.GetDirection(); ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Position : " << m_player.GetPosition(); ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Block : "; ss << " Block : ";
if (bloc == BTYPE_LAST) if (bloc == BTYPE_LAST)
ss << "Weapon."; ss << "Weapon";
else ss << (int)bloc; else
ss << (int)bloc;
PrintText(fPosX, fPosYJump, ss.str());
}
PrintText(x, Height() / 12, scale, ss.str()); void Engine::DisplaySingleOrMultiplayerMenu() {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
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();
// Background
m_textureSoloMultiMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height());
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height());
glEnd();
// Title
float titleWidthProportion = 0.4f;
float titleHeightProportion = 0.4f;
float titleWidth = titleWidthProportion * Width();
float titleHeight = titleHeightProportion * Height();
float offsetTitleXFactor = 0.05f;
float offsetTitleYFactor = 0.05f;
m_titleX = (Width() - titleWidth) - (offsetTitleXFactor * Width());
m_titleY = (Height() - titleHeight) - (offsetTitleYFactor * Height());
m_textureTitle.Bind();
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Single Player and Multiplayer button background quads
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;
float buttonWidth = buttonWidthProportion * Width();
float buttonHeight = buttonHeightProportion * Height();
float offsetSingleButtonXFactor = 0.075f;
float offsetSingleButtonYFactor = 0.05f;
float buttonPosX = m_titleX;
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
float buttonMultiPosY = (buttonSinglePosY * 0.75);
// Single Player background
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
glEnd();
// Single Player text
m_textureSoloText.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Multi Player background
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
glEnd();
// Multi Player text
m_textureMultiText.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Reset the state
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
} }
void Engine::DrawHud(float elapsedTime, BlockType bloc) { void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@@ -568,7 +842,6 @@ 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;
@@ -591,7 +864,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
DisplayCrosshair(); DisplayCrosshair();
} }
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
@@ -605,33 +877,35 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPopMatrix(); glPopMatrix();
} }
void Engine::PrintText(float x, float y, float scale, const std::string& t) { void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
float windowWidth = static_cast<float>(Width());
float windowHeight = static_cast<float>(Height());
float posX = x * windowWidth;
float posY = y * windowHeight;
float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier;
glLoadIdentity(); glLoadIdentity();
glTranslated(x, y, 0); glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) { for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f; float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f; float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f; top += 0.5f;
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0); glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0); glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize, charSize);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale); glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize);
glEnd(); glEnd();
glTranslated(8 * scale, 0, 0); glTranslated(0.5555f * charSize, 0, 0);
} }
} }
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; } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) { int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown) if (m_resetcountdown)
@@ -649,7 +923,11 @@ int Engine::GetCountdown(float elapsedTime) {
void Engine::Render(float elapsedTime) { void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (m_gamestate == GameState::PLAY) m_time_SplashScreen += elapsedTime;
if (m_time_SplashScreen < 2) {
DrawSplachScreen();
}
else if (m_gamestate == GameState::PLAY)
{ {
HideCursor(); HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer CenterMouse(); //D<>placement de centermouse dans l'action de jouer
@@ -684,11 +962,11 @@ void Engine::Render(float elapsedTime) {
if (leftright) if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x); vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x); else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f); m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false,.8f);
leftright = !leftright; leftright = !leftright;
break; break;
case Player::Sound::FALL: case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f);
break; break;
default: break; default: break;
} }
@@ -750,12 +1028,13 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc); DrawHud(elapsedTime, bloc);
DisplayPovGun();
ProcessNotificationQueue();
static bool fell = false; static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) { if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f); m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,1.f);
fell = true; fell = true;
} }
else if (m_player.GetPosition().y < -20.f) { else if (m_player.GetPosition().y < -20.f) {
@@ -766,8 +1045,13 @@ void Engine::Render(float elapsedTime) {
} }
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS) else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
{ {
if (!m_soloMultiChoiceMade) {
DisplaySingleOrMultiplayerMenu();
}
else {
DrawMenu(); DrawMenu();
} }
}
else if (m_gamestate == GameState::QUIT) else if (m_gamestate == GameState::QUIT)
Stop(); Stop();
} }
@@ -960,6 +1244,37 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400)) if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
m_gamestate = GameState::QUIT; m_gamestate = GameState::QUIT;
} }
else if (m_gamestate == GameState::OPTIONS)
{
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;
float buttonWidth = buttonWidthProportion * Width();
float buttonHeight = buttonHeightProportion * Height();
float offsetSingleButtonXFactor = 0.075f;
float offsetSingleButtonYFactor = 0.05f;
float buttonPosX = m_titleX;
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
float buttonMultiPosY = buttonSinglePosY * 0.75;
float adjustedMouseY = Height() - m_mousemy;
// Single Player
if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
adjustedMouseY >= buttonSinglePosY && adjustedMouseY <= (buttonSinglePosY + buttonHeight))
{
std::cout << "Single Player button clicked" << std::endl;
m_soloMultiChoiceMade = true;
m_gamestate = GameState::PLAY;
}
// Multiplayer
else if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
adjustedMouseY >= buttonMultiPosY && adjustedMouseY <= (buttonMultiPosY + buttonHeight))
{
std::cout << "Multiplayer button clicked" << std::endl;
m_soloMultiChoiceMade = true;
m_gamestate = GameState::PLAY;
}
}
} }
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {

View File

@@ -25,6 +25,7 @@ public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu(); virtual void DrawMenu();
virtual void DrawSplachScreen();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
virtual void LoadResource(); virtual void LoadResource();
@@ -37,8 +38,6 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private: private:
float GetScale() const;
int GetFps(float elapsedTime) const; int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime); int GetCountdown(float elapsedTime);
@@ -49,11 +48,13 @@ private:
void DisplayNotification(std::string message); void DisplayNotification(std::string message);
void ProcessNotificationQueue(); void ProcessNotificationQueue();
void DisplayCrosshair(); void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem(); void DisplayCurrentItem();
void DisplayHud(int timer); void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc); void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DrawHud(float elapsedTime, BlockType bloc); void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t); void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn; Connector m_conn;
Shader m_shader01; Shader m_shader01;
@@ -63,10 +64,15 @@ private:
World m_world = World(); World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer(); WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox;
Texture m_textureFont;
Texture m_textureCrosshair; Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun; Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureSoloText;
Texture m_textureMultiText;
Texture m_textureTitle;
Skybox m_skybox; Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
@@ -87,9 +93,15 @@ private:
Texture MenuStartTexture; Texture MenuStartTexture;
Texture MenuQuitTexture; Texture MenuQuitTexture;
Texture MenuOptionsTexture; Texture MenuOptionsTexture;
Texture SplachScreenTexture;
float m_scale; float m_scale;
float m_time = 0; float m_time = 0;
float m_time_SplashScreen = 0;
float m_titleX = 0;
float m_titleY = 0;
float m_Width = 0;
float m_Height = 0;
int m_renderCount = 0; int m_renderCount = 0;
int m_countdown = COUNTDOWN; int m_countdown = COUNTDOWN;
@@ -102,6 +114,7 @@ private:
bool m_displayHud = true; bool m_displayHud = true;
bool m_displayInfo = false; bool m_displayInfo = false;
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_keyK = false; bool m_keyK = false;

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@@ -9,7 +9,7 @@ Mesh::~Mesh() {
void Mesh::FlushMeshToVBO() { void Mesh::FlushMeshToVBO() {
m_vertexBuffer.SetMeshData(m_vd, m_vcount); m_vertexBuffer.SetMeshData(m_vd, m_vcount);
m_vcount = 0; m_vcount = 0;
delete[] m_vd; //delete[] m_vd;
} }
void Mesh::FlushVBO() { void Mesh::FlushVBO() {

View File

@@ -9,6 +9,7 @@ OpenglContext::~OpenglContext()
{ {
} }
bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen) bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen)
{ {
m_title = title; m_title = title;
@@ -22,6 +23,7 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
while (m_app.isOpen()) while (m_app.isOpen())
{ {
clock.restart(); clock.restart();
sf::Event Event; sf::Event Event;

View File

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

View File

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