SQCSimulator2023/SQCSim2021/engine.cpp

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#include "engine.h"
#include <algorithm>
#include <cmath>
#include <iostream>
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#include "transformation.h"
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#include "player.h"
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Engine::Engine() { }
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Engine::~Engine() { }
void Engine::Init()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
// Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.0f };
GLfloat light0Diff[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
CenterMouse();
HideCursor();
}
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void Engine::DeInit() { }
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void Engine::LoadResource() {
LoadTexture(m_textureFloor, TEXTURE_PATH "floortile.png");
LoadTexture(m_textureSkybox, TEXTURE_PATH "curtains.png");
LoadTexture(m_textureCube, TEXTURE_PATH "kyle.png");
}
void Engine::UnloadResource()
{
}
void Engine::Render(float elapsedTime)
{
static float gameTime = elapsedTime;
gameTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, elapsedTime);
m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false);
skybox.Use();
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// Skybox
m_textureSkybox.Bind();
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glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glTexCoord2f(1, 0);
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glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(0, 0);
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glVertex3f(-10.f, 10.f, 10.f);
glTexCoord2f(0, 1);
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glVertex3f(-10.f, -10.f, 10.f);
glTexCoord2f(1, 1);
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glVertex3f(10.f, -10.f, 10.f);
glTexCoord2f(1, 0);
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glVertex3f(10.f, -10.f, -10.f);
glTexCoord2f(0, 0);
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glVertex3f(-10.f, -10.f, -10.f);
glTexCoord2f(0, 1);
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glVertex3f(-10.f, 10.f, -10.f);
glTexCoord2f(1, 1);
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glVertex3f(10.f, 10.f, -10.f);
glTexCoord2f(1, 0);
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glVertex3f(-10.f, 10.f, 10.f);
glTexCoord2f(0, 0);
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glVertex3f(-10.f, 10.f, -10.f);
glTexCoord2f(0, 1);
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glVertex3f(-10.f, -10.f, -10.f);
glTexCoord2f(1, 1);
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glVertex3f(-10.f, -10.f, 10.f);
glTexCoord2f(1, 0);
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glVertex3f(10.f, 10.f, -10.f);
glTexCoord2f(0, 0);
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glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(0, 1);
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glVertex3f(10.f, -10.f, 10.f);
glTexCoord2f(1, 1);
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glVertex3f(10.f, -10.f, -10.f);
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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.
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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();
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glEnable(GL_DEPTH_TEST);
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all.Use();
// Plancher
// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
m_textureFloor.Bind();
float nbRep = 50.f;
glBegin(GL_QUADS);
glNormal3f(0, 1, 0); // Normal vector
glTexCoord2f(0, 0);
glVertex3f(-100.f, -2.f, 100.f);
glTexCoord2f(nbRep, 0);
glVertex3f(100.f, -2.f, 100.f);
glTexCoord2f(nbRep, nbRep);
glVertex3f(100.f, -2.f, -100.f);
glTexCoord2f(0, nbRep);
glVertex3f(-100.f, -2.f, -100.f);
glEnd();
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// Cube
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all.ApplyTranslation(0.f, 0.f, -10.f);
all.ApplyRotation(gameTime * 100.f, 0.f, 1.f, 0.f);
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();
m_textureCube.Bind();
glBegin(GL_QUADS);
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glNormal3f(0, 0, -1);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(0, 0);
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glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(0, 1);
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glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 1);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glNormal3f(0, 0, 1);
glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1, 1);
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glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, 0.5f, 0.5f);
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glNormal3f(-1, 0, 0);
glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 1);
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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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glNormal3f(1, 0, 0);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 1);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(0, 0);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glNormal3f(0, 1, 0);
glTexCoord2f(0, 0);
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glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 0);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 1);
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glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(0, 1);
glVertex3f(0.5f, 0.5f, -0.5f);
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glNormal3f(0, -1, 0);
glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1, 1);
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glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(0, 1);
glVertex3f(0.5f, -0.5f, -0.5f);
glEnd();
}
void Engine::KeyPressEvent(unsigned char key)
{
switch (key)
{
case 36: // ESC
Stop();
break;
case 94: // F10
SetFullscreen(!IsFullscreen());
break;
case 22: // W
if (!m_keyW) {
std::cout << "W " << std::endl;
m_keyW = true;
}
break;
case 0: // A
if (!m_keyA) {
std::cout << "A " << std::endl;
m_keyA = true;
}
break;
case 18: // S
if (!m_keyS) {
std::cout << "S " << std::endl;
m_keyS = true;
}
break;
case 3: // D
if (!m_keyD) {
std::cout << "D " << std::endl;
m_keyD = true;
}
break;
case 24: // Y - Ignorer
case 255: // Fn - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
}
void Engine::KeyReleaseEvent(unsigned char key)
{
switch (key)
{
case 24: // Y
m_wireframe = !m_wireframe;
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 22: // W
std::cout << "rW " << std::endl;
m_keyW = false;
break;
case 0: // A
std::cout << "rA " << std::endl;
m_keyA = false;
break;
case 18: // S
std::cout << "rS " << std::endl;
m_keyS = false;
break;
case 3: // D
std::cout << "rD " << std::endl;
m_keyD = false;
break;
}
}
void Engine::MouseMoveEvent(int x, int y)
{
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m_player.TurnLeftRight(y - (Height() / 2));
m_player.TurnTopBottom(x - (Width() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2))
return;
CenterMouse();
}
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y)
{
}
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y)
{
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
{
texture.Load(filename);
if (!texture.IsValid())
{
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
Stop();
return false;
}
return true;
}