This commit is contained in:
Marc-Eric Martel
2021-09-27 13:56:29 -04:00
parent 8f387d2f34
commit 13b567a03e
4 changed files with 33 additions and 22 deletions

View File

@@ -58,6 +58,7 @@ void Engine::Render(float elapsedTime)
gameTime += elapsedTime;
Transformation all;
Transformation skybox;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -67,7 +68,8 @@ void Engine::Render(float elapsedTime)
m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, elapsedTime);
m_player.ApplyTransformation(all);
all.Use();
m_player.ApplyTransformation(skybox, false);
skybox.Use();
// Skybox
m_textureSkybox.Bind();
@@ -75,44 +77,53 @@ void Engine::Render(float elapsedTime)
glBegin(GL_QUADS);
glTexCoord2f(1, 0);
glVertex3f(100.f, 100.f, 100.f);
glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(0, 0);
glVertex3f(-100.f, 100.f, 100.f);
glVertex3f(-10.f, 10.f, 10.f);
glTexCoord2f(0, 1);
glVertex3f(-100.f, -3.f, 100.f);
glVertex3f(-10.f, -10.f, 10.f);
glTexCoord2f(1, 1);
glVertex3f(100.f, -3.f, 100.f);
glVertex3f(10.f, -10.f, 10.f);
glTexCoord2f(1, 0);
glVertex3f(100.f, -3.f, -100.f);
glVertex3f(10.f, -10.f, -10.f);
glTexCoord2f(0, 0);
glVertex3f(-100.f, -3.f, -100.f);
glVertex3f(-10.f, -10.f, -10.f);
glTexCoord2f(0, 1);
glVertex3f(-100.f, 100.f, -100.f);
glVertex3f(-10.f, 10.f, -10.f);
glTexCoord2f(1, 1);
glVertex3f(100.f, 100.f, -100.f);
glVertex3f(10.f, 10.f, -10.f);
glTexCoord2f(1, 0);
glVertex3f(-100.f, 100.f, 100.f);
glVertex3f(-10.f, 10.f, 10.f);
glTexCoord2f(0, 0);
glVertex3f(-100.f, 100.f, -100.f);
glVertex3f(-10.f, 10.f, -10.f);
glTexCoord2f(0, 1);
glVertex3f(-100.f, -3.f, -100.f);
glVertex3f(-10.f, -10.f, -10.f);
glTexCoord2f(1, 1);
glVertex3f(-100.f, -3.f, 100.f);
glVertex3f(-10.f, -10.f, 10.f);
glTexCoord2f(1, 0);
glVertex3f(100.f, 100.f, -100.f);
glVertex3f(10.f, 10.f, -10.f);
glTexCoord2f(0, 0);
glVertex3f(100.f, 100.f, 100.f);
glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(0, 1);
glVertex3f(100.f, -3.f, 100.f);
glVertex3f(10.f, -10.f, 10.f);
glTexCoord2f(1, 1);
glVertex3f(100.f, -3.f, -100.f);
glVertex3f(10.f, -10.f, -10.f);
glTexCoord2f(0, 0); // Les coordos de textures sont intentionnellement laiss<73>es <20> 0 pour que l'engine sample 1 pixel et ainsi me fait une couleur unie.
glVertex3f(10.f, 10.f, -10.f);
glTexCoord2f(0, 0);
glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(0, 0);
glVertex3f(-10.f, 10.f, 10.f);
glTexCoord2f(0, 0);
glVertex3f(-10.f, 10.f, -10.f);
glEnd();
glEnable(GL_DEPTH_TEST);
all.Use();
// Plancher
// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
m_textureFloor.Bind();