Ajouts textures et blend.
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@@ -35,6 +35,19 @@ void Engine::Init()
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
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// Lumi<6D>re de Skybox.
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GLfloat light1Pos[4] = { 0.0f, 0.0f, 0.0f, 2.0f };
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GLfloat light1Amb[4] = { 1.5f, 1.5f, 1.5f, 1.5f };
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GLfloat light1Diff[4] = { 1.f, 1.f, 1.f, 1.f };
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GLfloat light1Spec[4] = { 1.f, 1.f, 1.f, 1.0f };
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glLightfv(GL_LIGHT1, GL_POSITION, light1Pos);
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glLightfv(GL_LIGHT1, GL_AMBIENT, light1Amb);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light1Diff);
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glLightfv(GL_LIGHT1, GL_SPECULAR, light1Spec);
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// Blend
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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CenterMouse();
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HideCursor();
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}
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@@ -44,7 +57,10 @@ void Engine::DeInit() { }
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void Engine::LoadResource() {
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LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
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LoadTexture(m_textureSkybox, TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCube, TEXTURE_PATH "metal.png");
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LoadTexture(m_textureCube1, TEXTURE_PATH "metal1.png");
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LoadTexture(m_textureCube2, TEXTURE_PATH "metal2.png");
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LoadTexture(m_textureCube3, TEXTURE_PATH "metal3.png");
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LoadTexture(m_textureCube4, TEXTURE_PATH "metal4.png");
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}
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void Engine::UnloadResource()
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@@ -66,7 +82,7 @@ void Engine::Render(float elapsedTime)
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, elapsedTime);
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m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime);
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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@@ -74,6 +90,8 @@ void Engine::Render(float elapsedTime)
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skybox.Use();
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m_textureSkybox.Bind();
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glDisable(GL_DEPTH_TEST); // Pour que tout ce qui est dessin<69> apr<70>s soit dessin<69> par-dessus la skybox.
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glDisable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glBegin(GL_QUADS);
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glTexCoord2f(0, .75f);
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@@ -132,12 +150,14 @@ void Engine::Render(float elapsedTime)
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glEnd();
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glEnable(GL_DEPTH_TEST);
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all.Use();
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glDisable(GL_LIGHT1);
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glEnable(GL_LIGHT0);
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// Plancher
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// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
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all.Use();
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m_textureFloor.Bind();
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float nbRep = 1.f;
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float nbRep = 5.f;
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0); // Normal vector
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glTexCoord2f(0, 0);
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@@ -156,7 +176,22 @@ void Engine::Render(float elapsedTime)
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all.ApplyRotation(gameTime * 100.f, 0.f, 0.f, 1.f);
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all.ApplyRotation(gameTime * 100.f, 1.f, 0.f, 0.f);
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all.Use();
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m_textureCube.Bind();
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switch ((int)(gameTime*5) % 4) {
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case 0:
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m_textureCube1.Bind();
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break;
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case 1:
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m_textureCube2.Bind();
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break;
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case 2:
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m_textureCube3.Bind();
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break;
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case 3:
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m_textureCube4.Bind();
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break;
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}
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glEnable(GL_BLEND);
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glBegin(GL_QUADS);
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glNormal3f(0, 0, 1);
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@@ -218,7 +253,7 @@ void Engine::Render(float elapsedTime)
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glDisable(GL_BLEND);
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glEnd();
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}
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@@ -256,6 +291,12 @@ void Engine::KeyPressEvent(unsigned char key)
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m_keyD = true;
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}
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break;
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case 38: // Left Shift
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if (!m_keylshift) {
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std::cout << "Dash!" << std::endl;
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m_keylshift = true;
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}
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break;
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case 57: // Space
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if (!m_keySpace) {
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std::cout << "Jump! " << std::endl;
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@@ -297,7 +338,10 @@ void Engine::KeyReleaseEvent(unsigned char key)
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std::cout << "rD " << std::endl;
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m_keyD = false;
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break;
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case 57:
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case 38: // Left Shift
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std::cout << "rLS " << std::endl;
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m_keylshift = false;
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case 57: // Espace
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std::cout << "rSpace " << std::endl;
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m_keySpace = false;
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break;
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@@ -306,8 +350,8 @@ void Engine::KeyReleaseEvent(unsigned char key)
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void Engine::MouseMoveEvent(int x, int y)
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{
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m_player.TurnLeftRight(y - (Height() / 2));
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m_player.TurnTopBottom(x - (Width() / 2));
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m_player.TurnLeftRight(x - (Width() / 2));
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m_player.TurnTopBottom(y - (Height() / 2));
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// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
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// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
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