diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index aa59055..016fd84 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -70,19 +70,19 @@ void Engine::Render(float elapsedTime) m_player.ApplyTransformation(all); m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet bouge relativement au joueur). - // Skybox + // Skybox - Pas de normals pour avoir un éclairage flat. skybox.Use(); m_textureSkybox.Bind(); glDisable(GL_DEPTH_TEST); glBegin(GL_QUADS); - glTexCoord2f(1, 1); - glVertex3f(10.f, 10.f, 10.f); glTexCoord2f(0, 1); + glVertex3f(10.f, 10.f, 10.f); + glTexCoord2f(1, 1); glVertex3f(-10.f, 10.f, 10.f); - glTexCoord2f(0, 0); - glVertex3f(-10.f, -10.f, 10.f); glTexCoord2f(1, 0); + glVertex3f(-10.f, -10.f, 10.f); + glTexCoord2f(0, 0); glVertex3f(10.f, -10.f, 10.f); glTexCoord2f(1, 0); @@ -94,36 +94,28 @@ void Engine::Render(float elapsedTime) glTexCoord2f(1, 1); glVertex3f(10.f, 10.f, -10.f); - glTexCoord2f(1, 1); - glVertex3f(-10.f, 10.f, 10.f); glTexCoord2f(0, 1); + glVertex3f(-10.f, 10.f, 10.f); + glTexCoord2f(1, 1); glVertex3f(-10.f, 10.f, -10.f); - glTexCoord2f(0, 0); - glVertex3f(-10.f, -10.f, -10.f); glTexCoord2f(1, 0); + glVertex3f(-10.f, -10.f, -10.f); + glTexCoord2f(0, 0); glVertex3f(-10.f, -10.f, 10.f); - glTexCoord2f(1, 1); - glVertex3f(10.f, 10.f, -10.f); glTexCoord2f(0, 1); + glVertex3f(10.f, 10.f, -10.f); + glTexCoord2f(1, 1); glVertex3f(10.f, 10.f, 10.f); - glTexCoord2f(0, 0); - glVertex3f(10.f, -10.f, 10.f); glTexCoord2f(1, 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); - glTexCoord2f(0, 0.1f); - glVertex3f(10.f, 10.f, 10.f); - glTexCoord2f(0, 0.1f); - 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(); @@ -139,7 +131,6 @@ void Engine::Render(float elapsedTime) glTexCoord2f(0, nbRep); glVertex3f(-100.f, -2.f, -100.f); glEnd(); - // Cube all.ApplyTranslation(0.f, 0.f, -10.f); diff --git a/SQCSim2021/media/textures/curtains.png b/SQCSim2021/media/textures/curtains.png index 2c3375a..e7db649 100644 Binary files a/SQCSim2021/media/textures/curtains.png and b/SQCSim2021/media/textures/curtains.png differ diff --git a/SQCSim2021/media/textures/sky.png b/SQCSim2021/media/textures/sky.png new file mode 100644 index 0000000..16b9f12 Binary files /dev/null and b/SQCSim2021/media/textures/sky.png differ diff --git a/SQCSim2021/openglcontext.cpp b/SQCSim2021/openglcontext.cpp index 356d22e..b89d5d5 100644 --- a/SQCSim2021/openglcontext.cpp +++ b/SQCSim2021/openglcontext.cpp @@ -152,7 +152,7 @@ void OpenglContext::ShowCrossCursor() const void OpenglContext::InitWindow(int width, int height) { - m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 0)); + m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 4)); } OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const