Modification de texture et de Skybox.
This commit is contained in:
		| @@ -25,8 +25,8 @@ void Engine::Init() | |||||||
|  |  | ||||||
| 	// Light | 	// Light | ||||||
| 	GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f }; | 	GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f }; | ||||||
| 	GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.0f }; | 	GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.f }; | ||||||
| 	GLfloat light0Diff[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; | 	GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f }; | ||||||
| 	GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; | 	GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; | ||||||
|  |  | ||||||
| 	glEnable(GL_LIGHT0); | 	glEnable(GL_LIGHT0); | ||||||
| @@ -68,21 +68,21 @@ void Engine::Render(float elapsedTime) | |||||||
|  |  | ||||||
| 	m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, elapsedTime); | 	m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, elapsedTime); | ||||||
| 	m_player.ApplyTransformation(all); | 	m_player.ApplyTransformation(all); | ||||||
| 	m_player.ApplyTransformation(skybox, false); | 	m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet bouge relativement au joueur). | ||||||
| 	skybox.Use(); |  | ||||||
|  |  | ||||||
| 	// Skybox | 	// Skybox | ||||||
|  | 	skybox.Use(); | ||||||
| 	m_textureSkybox.Bind(); | 	m_textureSkybox.Bind(); | ||||||
| 	glDisable(GL_DEPTH_TEST); | 	glDisable(GL_DEPTH_TEST); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
|  |  | ||||||
| 	glTexCoord2f(1, 0); |  | ||||||
| 	glVertex3f(10.f, 10.f, 10.f); |  | ||||||
| 	glTexCoord2f(0, 0); |  | ||||||
| 	glVertex3f(-10.f, 10.f, 10.f); |  | ||||||
| 	glTexCoord2f(0, 1); |  | ||||||
| 	glVertex3f(-10.f, -10.f, 10.f); |  | ||||||
| 	glTexCoord2f(1, 1); | 	glTexCoord2f(1, 1); | ||||||
|  | 	glVertex3f(10.f, 10.f, 10.f); | ||||||
|  | 	glTexCoord2f(0, 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); | 	glVertex3f(10.f, -10.f, 10.f); | ||||||
|  |  | ||||||
| 	glTexCoord2f(1, 0); | 	glTexCoord2f(1, 0); | ||||||
| @@ -94,29 +94,29 @@ void Engine::Render(float elapsedTime) | |||||||
| 	glTexCoord2f(1, 1); | 	glTexCoord2f(1, 1); | ||||||
| 	glVertex3f(10.f, 10.f, -10.f); | 	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, 1); |  | ||||||
| 	glVertex3f(-10.f, -10.f, -10.f); |  | ||||||
| 	glTexCoord2f(1, 1); | 	glTexCoord2f(1, 1); | ||||||
|  | 	glVertex3f(-10.f, 10.f, 10.f); | ||||||
|  | 	glTexCoord2f(0, 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); | 	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, 1); |  | ||||||
| 	glVertex3f(10.f, -10.f, 10.f); |  | ||||||
| 	glTexCoord2f(1, 1); | 	glTexCoord2f(1, 1); | ||||||
|  | 	glVertex3f(10.f, 10.f, -10.f); | ||||||
|  | 	glTexCoord2f(0, 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); | 	glVertex3f(10.f, -10.f, -10.f); | ||||||
|  |  | ||||||
| 	glTexCoord2f(0, 0); // Les coordos de textures du plafond sont intentionnellement laiss<73>es <20> 0 pour que l'engine sample 1 pixel et ainsi me fait une couleur unie. | 	glTexCoord2f(0, 0); | ||||||
| 	glVertex3f(10.f, 10.f, -10.f); | 	glVertex3f(10.f, 10.f, -10.f); | ||||||
| 	glTexCoord2f(0, 0); | 	glTexCoord2f(0, 0.1f); | ||||||
| 	glVertex3f(10.f, 10.f, 10.f); | 	glVertex3f(10.f, 10.f, 10.f); | ||||||
| 	glTexCoord2f(0, 0); | 	glTexCoord2f(0, 0.1f); | ||||||
| 	glVertex3f(-10.f, 10.f, 10.f); | 	glVertex3f(-10.f, 10.f, 10.f); | ||||||
| 	glTexCoord2f(0, 0); | 	glTexCoord2f(0, 0); | ||||||
| 	glVertex3f(-10.f, 10.f, -10.f); | 	glVertex3f(-10.f, 10.f, -10.f); | ||||||
|   | |||||||
										
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| @@ -152,7 +152,7 @@ void OpenglContext::ShowCrossCursor() const | |||||||
|  |  | ||||||
| void OpenglContext::InitWindow(int width, int height) | 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, 4)); |     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)); | ||||||
| } | } | ||||||
|  |  | ||||||
| OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const | OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const | ||||||
|   | |||||||
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