Ajout de texture pour le cube.

This commit is contained in:
Marc-Eric Martel 2021-09-28 18:50:28 -04:00
parent f3abb11cd3
commit 2016577fed
4 changed files with 19 additions and 19 deletions

View File

@ -44,7 +44,7 @@ void Engine::DeInit() { }
void Engine::LoadResource() {
LoadTexture(m_textureFloor, TEXTURE_PATH "floortile.png");
LoadTexture(m_textureSkybox, TEXTURE_PATH "curtains.png");
LoadTexture(m_textureCube, TEXTURE_PATH "kyle.png");
LoadTexture(m_textureCube, TEXTURE_PATH "laura.png");
}
void Engine::UnloadResource()
@ -81,14 +81,14 @@ void Engine::Render(float elapsedTime)
glTexCoord2f(1, 1);
glVertex3f(-10.f, 10.f, 10.f);
glTexCoord2f(1, 0);
glVertex3f(-10.f, -10.f, 10.f);
glVertex3f(-10.f, -1.f, 10.f);
glTexCoord2f(0, 0);
glVertex3f(10.f, -10.f, 10.f);
glVertex3f(10.f, -1.f, 10.f);
glTexCoord2f(1, 0);
glVertex3f(10.f, -10.f, -10.f);
glVertex3f(10.f, -1.f, -10.f);
glTexCoord2f(0, 0);
glVertex3f(-10.f, -10.f, -10.f);
glVertex3f(-10.f, -1.f, -10.f);
glTexCoord2f(0, 1);
glVertex3f(-10.f, 10.f, -10.f);
glTexCoord2f(1, 1);
@ -99,18 +99,18 @@ void Engine::Render(float elapsedTime)
glTexCoord2f(1, 1);
glVertex3f(-10.f, 10.f, -10.f);
glTexCoord2f(1, 0);
glVertex3f(-10.f, -10.f, -10.f);
glVertex3f(-10.f, -1.f, -10.f);
glTexCoord2f(0, 0);
glVertex3f(-10.f, -10.f, 10.f);
glVertex3f(-10.f, -1.f, 10.f);
glTexCoord2f(0, 1);
glVertex3f(10.f, 10.f, -10.f);
glTexCoord2f(1, 1);
glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(1, 0);
glVertex3f(10.f, -10.f, 10.f);
glVertex3f(10.f, -1.f, 10.f);
glTexCoord2f(0, 0);
glVertex3f(10.f, -10.f, -10.f);
glVertex3f(10.f, -1.f, -10.f);
glEnd();
glEnable(GL_DEPTH_TEST);

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@ -16,27 +16,27 @@ void Player::Move(bool front, bool back, bool left, bool right, float elapsedTim
if (front) {
yrotrad = (m_rotY / 180 * 3.141592654f);
xrotrad = (m_rotX / 180 * 3.141592654f);
m_position.x += float(sin(yrotrad)) * elapsedTime * 10;
m_position.z += float(-cos(yrotrad)) * elapsedTime * 10;
m_position.y += float(-sin(xrotrad)) * elapsedTime * 10;
m_position.x += float(sin(yrotrad)) * elapsedTime * 20;
m_position.z += float(-cos(yrotrad)) * elapsedTime * 20;
m_position.y += float(-sin(xrotrad)) * elapsedTime * 20;
}
else if (back) {
yrotrad = (m_rotY / 180 * 3.141592654f);
xrotrad = (m_rotX / 180 * 3.141592654f);
m_position.x += float(-sin(yrotrad)) * elapsedTime * 10;
m_position.z += float(cos(yrotrad)) * elapsedTime * 10;
m_position.y += float(sin(xrotrad)) * elapsedTime * 10;
m_position.x += float(-sin(yrotrad)) * elapsedTime * 20;
m_position.z += float(cos(yrotrad)) * elapsedTime * 20;
m_position.y += float(sin(xrotrad)) * elapsedTime * 20;
}
if (left) {
yrotrad = (m_rotY / 180 * 3.141592654f);
m_position.x += float(-cos(yrotrad)) * elapsedTime * 10;
m_position.z += float(-sin(yrotrad)) * elapsedTime * 10;
m_position.x += float(-cos(yrotrad)) * elapsedTime * 20;
m_position.z += float(-sin(yrotrad)) * elapsedTime * 20;
}
else if (right) {
yrotrad = (m_rotY / 180 * 3.141592654f);
m_position.x += float(cos(yrotrad)) * elapsedTime * 10;
m_position.z += float(sin(yrotrad)) * elapsedTime * 10;
m_position.x += float(cos(yrotrad)) * elapsedTime * 20;
m_position.z += float(sin(yrotrad)) * elapsedTime * 20;
}
}