Zigonnage et tests à saveur de Twin Peaks.

This commit is contained in:
Marc-Eric Martel 2021-09-27 10:20:58 -04:00
parent c34d0a0ef5
commit 2324ef071b
7 changed files with 235 additions and 126 deletions

View File

@ -13,32 +13,32 @@ Engine::~Engine()
void Engine::Init() void Engine::Init()
{ {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f); gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH); glEnable(GL_LINE_SMOOTH);
// Light // Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f }; GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 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 light0Diff[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
glEnable(GL_LIGHT0); glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos); glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb); glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec); glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
CenterMouse(); CenterMouse();
HideCursor(); HideCursor();
} }
void Engine::DeInit() void Engine::DeInit()
@ -47,7 +47,9 @@ void Engine::DeInit()
void Engine::LoadResource() void Engine::LoadResource()
{ {
LoadTexture(m_textureFloor, TEXTURE_PATH "checker.png"); 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::UnloadResource()
@ -56,116 +58,220 @@ void Engine::UnloadResource()
void Engine::Render(float elapsedTime) void Engine::Render(float elapsedTime)
{ {
static float gameTime = elapsedTime; static float gameTime = elapsedTime;
gameTime += elapsedTime; gameTime += elapsedTime;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Transformations initiales // Transformations initiales
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
// Plancher
// Les vertex doivent etre affiches dans le sens anti-horaire (CCW) // Skybox
m_textureFloor.Bind(); m_textureSkybox.Bind();
float nbRep = 50.f; glDepthFunc(GL_ALWAYS);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glNormal3f(0, 1, 0); // Normal vector
glTexCoord2f(0, 0); glTexCoord2f(1, 0);
glVertex3f(-100.f, -2.f, 100.f); glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(nbRep, 0); glTexCoord2f(0, 0);
glVertex3f(100.f, -2.f, 100.f); glVertex3f(-10.f, 10.f, 10.f);
glTexCoord2f(nbRep, nbRep); glTexCoord2f(0, 1);
glVertex3f(100.f, -2.f, -100.f); glVertex3f(-10.f, -10.f, 10.f);
glTexCoord2f(0, nbRep); glTexCoord2f(1, 1);
glVertex3f(-100.f, -2.f, -100.f); glVertex3f(10.f, -10.f, 10.f);
glEnd();
glTexCoord2f(1, 0);
glVertex3f(10.f, -10.f, -10.f);
glTexCoord2f(0, 0);
glVertex3f(-10.f, -10.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);
glTexCoord2f(0, 0);
glVertex3f(-10.f, 10.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);
glTexCoord2f(0, 0);
glVertex3f(10.f, 10.f, 10.f);
glTexCoord2f(0, 1);
glVertex3f(10.f, -10.f, 10.f);
glTexCoord2f(1, 1);
glVertex3f(10.f, -10.f, -10.f);
glEnd();
// 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();
// Cube
glTranslatef(0.f, 0.f, -7.f);
m_textureCube.Bind();
glBegin(GL_QUADS);
glDepthFunc(GL_GREATER);
glTexCoord2f(1, 0);
glVertex3f(1.f, 1.f, -1.f);
glTexCoord2f(0, 0);
glVertex3f(-1.f, 1.f, -1.f);
glTexCoord2f(0, 1);
glVertex3f(-1.f, 1.f, 1.f);
glTexCoord2f(1, 1);
glVertex3f(1.f, 1.f, 1.f);
glTexCoord2f(1, 0);
glVertex3f(1.f, -1.f, 1.f);
glTexCoord2f(0, 0);
glVertex3f(-1.f, -1.f, 1.f);
glTexCoord2f(0, 1);
glVertex3f(-1.f, -1.f, -1.f);
glTexCoord2f(1, 1);
glVertex3f(1.f, -1.f, -1.f);
glTexCoord2f(1, 0);
glVertex3f(1.f, 1.f, 1.f);
glTexCoord2f(0, 0);
glVertex3f(-1.f, 1.f, 1.f);
glTexCoord2f(0, 1);
glVertex3f(-1.f, -1.f, 1.f);
glTexCoord2f(1, 1);
glVertex3f(1.f, -1.f, 1.f);
glTexCoord2f(1, 0);
glVertex3f(1.f, -1.f, -1.f);
glTexCoord2f(0, 0);
glVertex3f(-1.f, -1.f, -1.f);
glTexCoord2f(0, 1);
glVertex3f(-1.f, 1.f, -1.f);
glTexCoord2f(1, 1);
glVertex3f(1.f, 1.f, -1.f);
glTexCoord2f(1, 0);
glVertex3f(-1.f, 1.f, 1.f);
glTexCoord2f(0, 0);
glVertex3f(-1.f, 1.f, -1.f);
glTexCoord2f(0, 1);
glVertex3f(-1.f, -1.f, -1.f);
glTexCoord2f(1, 1);
glVertex3f(-1.f, -1.f, 1.f);
glTexCoord2f(1, 0);
glVertex3f(1.f, 1.f, -1.f);
glTexCoord2f(0, 0);
glVertex3f(1.f, 1.f, 1.f);
glTexCoord2f(0, 1);
glVertex3f(1.f, -1.f, 1.f);
glTexCoord2f(1, 1);
glVertex3f(1.f, -1.f, -1.f);
glEnd();
} }
void Engine::KeyPressEvent(unsigned char key) void Engine::KeyPressEvent(unsigned char key)
{ {
switch(key) switch (key)
{ {
case 36: // ESC case 36: // ESC
Stop(); Stop();
break; break;
case 94: // F10 case 94: // F10
SetFullscreen(!IsFullscreen()); SetFullscreen(!IsFullscreen());
break; break;
case 22: // W case 22: // W
if (!m_keyW) { if (!m_keyW) {
std::cout << "W " << std::endl; std::cout << "W " << std::endl;
m_keyW = true; m_keyW = true;
} }
break; break;
case 0: // A case 0: // A
if (!m_keyA) { if (!m_keyA) {
std::cout << "A " << std::endl; std::cout << "A " << std::endl;
m_keyA = true; m_keyA = true;
} }
break; break;
case 18: // S case 18: // S
if (!m_keyS) { if (!m_keyS) {
std::cout << "S " << std::endl; std::cout << "S " << std::endl;
m_keyS = true; m_keyS = true;
} }
break; break;
case 3: // D case 3: // D
if (!m_keyD) { if (!m_keyD) {
std::cout << "D " << std::endl; std::cout << "D " << std::endl;
m_keyD = true; m_keyD = true;
} }
break; break;
case 24: // Y - Ignorer case 24: // Y - Ignorer
case 255: // Fn - Ignorer case 255: // Fn - Ignorer
break; break;
default: default:
std::cout << "Unhandled key: " << (int)key << std::endl; std::cout << "Unhandled key: " << (int)key << std::endl;
} }
} }
void Engine::KeyReleaseEvent(unsigned char key) void Engine::KeyReleaseEvent(unsigned char key)
{ {
switch(key) switch (key)
{ {
case 24: // Y case 24: // Y
m_wireframe = !m_wireframe; m_wireframe = !m_wireframe;
if(m_wireframe) if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break; break;
case 22: // W case 22: // W
std::cout << "rW " << std::endl; std::cout << "rW " << std::endl;
m_keyW = false; m_keyW = false;
break; break;
case 0: // A case 0: // A
std::cout << "rA "<< std::endl; std::cout << "rA " << std::endl;
m_keyA = false; m_keyA = false;
break; break;
case 18: // S case 18: // S
std::cout << "rS "<< std::endl; std::cout << "rS " << std::endl;
m_keyS = false; m_keyS = false;
break; break;
case 3: // D case 3: // D
std::cout << "rD " << std::endl; std::cout << "rD " << std::endl;
m_keyD = false; m_keyD = false;
break; break;
} }
} }
void Engine::MouseMoveEvent(int x, int y) void Engine::MouseMoveEvent(int x, int y)
{ {
// Centrer la souris seulement si elle n'est pas déjà centrée // Centrer la souris seulement si elle n'est pas déjà centrée
// Il est nécessaire de faire la vérification pour éviter de tomber // Il est nécessaire de faire la vérification pour éviter de tomber
// dans une boucle infinie où l'appel à CenterMouse génère un // dans une boucle infinie où l'appel à CenterMouse génère un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc // MouseMoveEvent, etc
if(x == (Width() / 2) && y == (Height() / 2)) if (x == (Width() / 2) && y == (Height() / 2))
return; return;
CenterMouse(); CenterMouse();
} }
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y)
@ -178,15 +284,15 @@ void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y)
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
{ {
texture.Load(filename); texture.Load(filename);
if(!texture.IsValid()) if (!texture.IsValid())
{ {
std::cerr << "Unable to load texture (" << filename << ")" << std::endl; std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if(stopOnError) if (stopOnError)
Stop(); Stop();
return false; return false;
} }
return true; return true;
} }

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@ -3,6 +3,7 @@
#include "define.h" #include "define.h"
#include "openglcontext.h" #include "openglcontext.h"
#include "texture.h" #include "texture.h"
#include "transformation.h"
class Engine : public OpenglContext class Engine : public OpenglContext
{ {
@ -27,6 +28,8 @@ private:
bool m_wireframe = false; bool m_wireframe = false;
Texture m_textureFloor; Texture m_textureFloor;
Texture m_textureSkybox;
Texture m_textureCube;
bool m_keyW = false; bool m_keyW = false;
bool m_keyA = false; bool m_keyA = false;

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@ -152,7 +152,7 @@ void OpenglContext::ShowCrossCursor() const
void OpenglContext::InitWindow(int width, int height) void OpenglContext::InitWindow(int width, int height)
{ {
m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 0)); m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 4));
} }
OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const