Ajout de texture pour le cube.
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f3abb11cd3
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2016577fed
@ -44,7 +44,7 @@ void Engine::DeInit() { }
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void Engine::LoadResource() {
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void Engine::LoadResource() {
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LoadTexture(m_textureFloor, TEXTURE_PATH "floortile.png");
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LoadTexture(m_textureFloor, TEXTURE_PATH "floortile.png");
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LoadTexture(m_textureSkybox, TEXTURE_PATH "curtains.png");
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LoadTexture(m_textureSkybox, TEXTURE_PATH "curtains.png");
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LoadTexture(m_textureCube, TEXTURE_PATH "kyle.png");
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LoadTexture(m_textureCube, TEXTURE_PATH "laura.png");
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}
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}
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void Engine::UnloadResource()
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void Engine::UnloadResource()
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@ -81,14 +81,14 @@ void Engine::Render(float elapsedTime)
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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glVertex3f(-10.f, 10.f, 10.f);
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glVertex3f(-10.f, 10.f, 10.f);
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glTexCoord2f(1, 0);
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glTexCoord2f(1, 0);
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glVertex3f(-10.f, -10.f, 10.f);
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glVertex3f(-10.f, -1.f, 10.f);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(10.f, -10.f, 10.f);
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glVertex3f(10.f, -1.f, 10.f);
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glTexCoord2f(1, 0);
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glTexCoord2f(1, 0);
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glVertex3f(10.f, -10.f, -10.f);
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glVertex3f(10.f, -1.f, -10.f);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-10.f, -10.f, -10.f);
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glVertex3f(-10.f, -1.f, -10.f);
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glTexCoord2f(0, 1);
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glTexCoord2f(0, 1);
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glVertex3f(-10.f, 10.f, -10.f);
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glVertex3f(-10.f, 10.f, -10.f);
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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@ -99,18 +99,18 @@ void Engine::Render(float elapsedTime)
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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glVertex3f(-10.f, 10.f, -10.f);
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glVertex3f(-10.f, 10.f, -10.f);
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glTexCoord2f(1, 0);
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glTexCoord2f(1, 0);
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glVertex3f(-10.f, -10.f, -10.f);
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glVertex3f(-10.f, -1.f, -10.f);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-10.f, -10.f, 10.f);
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glVertex3f(-10.f, -1.f, 10.f);
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glTexCoord2f(0, 1);
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glTexCoord2f(0, 1);
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glVertex3f(10.f, 10.f, -10.f);
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glVertex3f(10.f, 10.f, -10.f);
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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glVertex3f(10.f, 10.f, 10.f);
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glVertex3f(10.f, 10.f, 10.f);
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glTexCoord2f(1, 0);
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glTexCoord2f(1, 0);
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glVertex3f(10.f, -10.f, 10.f);
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glVertex3f(10.f, -1.f, 10.f);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(10.f, -10.f, -10.f);
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glVertex3f(10.f, -1.f, -10.f);
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glEnd();
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glEnd();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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Binary file not shown.
Before Width: | Height: | Size: 212 KiB After Width: | Height: | Size: 202 KiB |
BIN
SQCSim2021/media/textures/laura.png
Normal file
BIN
SQCSim2021/media/textures/laura.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.5 MiB |
@ -16,27 +16,27 @@ void Player::Move(bool front, bool back, bool left, bool right, float elapsedTim
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if (front) {
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if (front) {
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yrotrad = (m_rotY / 180 * 3.141592654f);
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yrotrad = (m_rotY / 180 * 3.141592654f);
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xrotrad = (m_rotX / 180 * 3.141592654f);
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xrotrad = (m_rotX / 180 * 3.141592654f);
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m_position.x += float(sin(yrotrad)) * elapsedTime * 10;
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m_position.x += float(sin(yrotrad)) * elapsedTime * 20;
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m_position.z += float(-cos(yrotrad)) * elapsedTime * 10;
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m_position.z += float(-cos(yrotrad)) * elapsedTime * 20;
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m_position.y += float(-sin(xrotrad)) * elapsedTime * 10;
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m_position.y += float(-sin(xrotrad)) * elapsedTime * 20;
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}
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}
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else if (back) {
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else if (back) {
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yrotrad = (m_rotY / 180 * 3.141592654f);
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yrotrad = (m_rotY / 180 * 3.141592654f);
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xrotrad = (m_rotX / 180 * 3.141592654f);
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xrotrad = (m_rotX / 180 * 3.141592654f);
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m_position.x += float(-sin(yrotrad)) * elapsedTime * 10;
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m_position.x += float(-sin(yrotrad)) * elapsedTime * 20;
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m_position.z += float(cos(yrotrad)) * elapsedTime * 10;
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m_position.z += float(cos(yrotrad)) * elapsedTime * 20;
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m_position.y += float(sin(xrotrad)) * elapsedTime * 10;
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m_position.y += float(sin(xrotrad)) * elapsedTime * 20;
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}
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}
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if (left) {
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if (left) {
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yrotrad = (m_rotY / 180 * 3.141592654f);
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yrotrad = (m_rotY / 180 * 3.141592654f);
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m_position.x += float(-cos(yrotrad)) * elapsedTime * 10;
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m_position.x += float(-cos(yrotrad)) * elapsedTime * 20;
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m_position.z += float(-sin(yrotrad)) * elapsedTime * 10;
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m_position.z += float(-sin(yrotrad)) * elapsedTime * 20;
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}
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}
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else if (right) {
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else if (right) {
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yrotrad = (m_rotY / 180 * 3.141592654f);
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yrotrad = (m_rotY / 180 * 3.141592654f);
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m_position.x += float(cos(yrotrad)) * elapsedTime * 10;
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m_position.x += float(cos(yrotrad)) * elapsedTime * 20;
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m_position.z += float(sin(yrotrad)) * elapsedTime * 10;
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m_position.z += float(sin(yrotrad)) * elapsedTime * 20;
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}
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}
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}
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}
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