SQCSimulator2023/SQCSim2021/engine.cpp

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#include "engine.h"
#include <algorithm>
#include <cmath>
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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()
{
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
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);
glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
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GLfloat light0Amb[4] = { 0.2f, 0.2f, 0.2f, 1.f };
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GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f };
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);
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// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.00013f);
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// Objet de musique!
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m_audio.ToggleMusicState();
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// Init testChunk
for (int x = 0; x < CHUNK_SIZE_X; ++x) {
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
for (int y = 0; y < 32; ++y) {
if (x % 2 == 0 && y % 2 == 0 && z % 2 == 0)
m_testChunk.SetBlock(x, y, z, BTYPE_DIRT);
}
}
}
CenterMouse();
HideCursor();
}
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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_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCube1, TEXTURE_PATH "metal1.png");
LoadTexture(m_textureCube2, TEXTURE_PATH "metal2.png");
LoadTexture(m_textureCube3, TEXTURE_PATH "metal3.png");
LoadTexture(m_textureCube4, TEXTURE_PATH "metal4.png");
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
exit(1);
}
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if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
}
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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, 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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glDisable(GL_LIGHT0);
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m_skybox.Render(skybox);
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// Plancher
// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
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all.Use();
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glEnable(GL_LIGHT0);
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m_shader01.Use();
m_textureFloor.Bind();
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float nbRep = 10.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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// Chunk
switch ((int)(gameTime * 5) % 4) {
case 0: m_textureCube1.Bind();
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break;
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case 1: m_textureCube2.Bind();
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break;
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case 2: m_textureCube3.Bind();
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break;
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case 3: m_textureCube4.Bind();
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break;
}
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if (m_testChunk.IsDirty())
m_testChunk.Update();
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m_testChunk.Render();
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m_shader01.Disable();
}
void Engine::KeyPressEvent(unsigned char key)
{
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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;
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case 38: // Left Shift
if (!m_keylshift) {
std::cout << "Dash!" << std::endl;
m_keylshift = true;
}
break;
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case 57: // Space
if (!m_keySpace) {
std::cout << "Jump! " << std::endl;
m_keySpace = true;
}
break;
case 24: // Y - Ignorer
case 255: // Fn - Ignorer
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case 12: // M - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
}
void Engine::KeyReleaseEvent(unsigned char key)
{
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switch (key) {
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case 12:
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m_audio.ToggleMusicState();
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break;
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;
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case 38: // Left Shift
std::cout << "rLS " << std::endl;
m_keylshift = false;
case 57: // Espace
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std::cout << "rSpace " << std::endl;
m_keySpace = false;
break;
}
}
void Engine::MouseMoveEvent(int x, int y)
{
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m_player.TurnLeftRight(x - (Width() / 2));
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
// 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;
}