pleurer en rotation
This commit is contained in:
parent
dc0d2d8148
commit
82cfc2d1b1
@ -16,8 +16,8 @@
|
||||
#define SEED 0
|
||||
#define COUNTDOWN 300
|
||||
|
||||
#define WORLD_SIZE_X 64
|
||||
#define WORLD_SIZE_Y 64
|
||||
#define WORLD_SIZE_X 8
|
||||
#define WORLD_SIZE_Y 8
|
||||
|
||||
#define FRAMES_RENDER_CHUNKS 1
|
||||
#define FRAMES_UPDATE_CHUNKS 1
|
||||
|
@ -1046,6 +1046,8 @@ void Engine::Render(float elapsedTime) {
|
||||
|
||||
Transformation all;
|
||||
Transformation skybox;
|
||||
Transformation remotePlayer;
|
||||
|
||||
Vector3f vstep;
|
||||
|
||||
// Transformations initiales
|
||||
@ -1141,12 +1143,21 @@ void Engine::Render(float elapsedTime) {
|
||||
}
|
||||
|
||||
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
|
||||
//m_remotePlayer.ApplyTransformation(remotePlayer, false);
|
||||
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
|
||||
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
|
||||
m_remotePlayer.Render(m_textureAtlas, m_shader01, elapsedTime, m_player);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
m_remotePlayer.Render(m_textureAtlas, m_shader01, elapsedTime);
|
||||
if (m_isSkybox) m_skybox.Render(skybox);
|
||||
|
||||
|
||||
|
||||
|
||||
if (m_isSkybox) DrawHud(elapsedTime, bloc);
|
||||
if (m_isSkybox) DisplayPovGun();
|
||||
ProcessNotificationQueue();
|
||||
|
@ -62,7 +62,7 @@ private:
|
||||
void DrawHud(float elapsedTime, BlockType bloc);
|
||||
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
|
||||
|
||||
void RenderRemotePlayers(RemotePlayer& remoteplayer, float elapsedTime);
|
||||
|
||||
|
||||
|
||||
Connector m_conn;
|
||||
|
@ -1,13 +1,14 @@
|
||||
#include "remoteplayer.h"
|
||||
#include <iostream>
|
||||
#include <cstring>
|
||||
#include "texture.h"
|
||||
|
||||
#include <thread>
|
||||
#include <queue>
|
||||
|
||||
|
||||
|
||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0), 0, 0) {
|
||||
|
||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){
|
||||
|
||||
LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
|
||||
|
||||
@ -69,22 +70,36 @@ void RemotePlayer::Feed(const netprot::Output out) {
|
||||
previous.id = current.id;
|
||||
}
|
||||
|
||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime)
|
||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime, Player m_player)
|
||||
{
|
||||
shader.Use();
|
||||
//m_texture_front.Bind();
|
||||
//
|
||||
//Vector3f playerToQuad = m_player.GetPosition() - m_position;
|
||||
//playerToQuad.Normalize();
|
||||
//Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f;
|
||||
//Matrix4f rotationMatrix;
|
||||
//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
|
||||
//glMultMatrixf(rotationMatrix.GetInternalValues());
|
||||
|
||||
|
||||
//Pt override les collisions.. a ce point la je sais pas quoi faire
|
||||
|
||||
shader.Use();
|
||||
float x = 0;
|
||||
float y = m_player.GetPosition().y;
|
||||
float z = 0;
|
||||
float size = 5.0f;
|
||||
|
||||
float u, v, w, h;
|
||||
atlas.Bind();
|
||||
atlas.TextureIndexToCoord(0, u, v, w, h);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(u, v); glVertex3f(0, 50., 0);
|
||||
glTexCoord2f(u+w, v); glVertex3f(50., 50., 0);
|
||||
glTexCoord2f(u+w, v+h); glVertex3f(50., 0, 0);
|
||||
glTexCoord2f(u, v+h); glVertex3f(0, 0, 0);
|
||||
atlas.TextureIndexToCoord(0, u, v, w, h);
|
||||
glTexCoord2f(u, v); glVertex3f(x, y + size, z);
|
||||
glTexCoord2f(u + w, v); glVertex3f(x + size, y + size, z);
|
||||
glTexCoord2f(u + w, v + h); glVertex3f(x + size, y, z);
|
||||
glTexCoord2f(u, v + h); glVertex3f(x, y, z);
|
||||
glEnd();
|
||||
shader.Disable();
|
||||
|
||||
}
|
||||
|
||||
bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
|
||||
|
@ -7,6 +7,9 @@
|
||||
#include "shader.h"
|
||||
#include "texture.h"
|
||||
#include "openglcontext.h"
|
||||
#include "vertexbuffer.h"
|
||||
#include "texture.h"
|
||||
#include "../SQCSim-common/matrix4.h"
|
||||
|
||||
class RemotePlayer : public Player {
|
||||
public:
|
||||
@ -18,7 +21,7 @@ public:
|
||||
|
||||
void Init();
|
||||
void Feed(const netprot::Output out);
|
||||
void Render(TextureAtlas& atlas, Shader& shader, float elapsedTime);
|
||||
void Render(TextureAtlas& atlas, Shader& shader, float elapsedTime, Player m_player);
|
||||
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError);
|
||||
|
||||
private:
|
||||
@ -31,5 +34,7 @@ private:
|
||||
Texture m_texture_front;
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user