Ajout des TextureAtlas et affichage de RemotePlayer
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@ -35,6 +35,8 @@
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typedef uint8_t BlockType;
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enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
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enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
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enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
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typedef uint64_t Timestamp;
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#ifdef _WIN32
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@ -28,7 +28,8 @@
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 480
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#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
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#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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@ -1,5 +1,7 @@
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#include "engine.h"
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#include <algorithm>
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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#include <chrono>
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#include <thread>
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@ -449,6 +451,37 @@ void Engine::LoadResource() {
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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//JUMP
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//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
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//STILL
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//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
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//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
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//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
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//SHOOTINGSTILL
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//SHOOTINGJUMP
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if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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}
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if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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@ -464,6 +497,9 @@ void Engine::LoadResource() {
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
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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;
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@ -1146,7 +1182,7 @@ void Engine::Render(float elapsedTime) {
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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@ -69,6 +69,7 @@ private:
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Shader m_shader01;
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BlockInfo* m_blockinfo[BTYPE_LAST];
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TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
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TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
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World m_world = World();
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Renderer m_renderer = Renderer();
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@ -79,19 +79,13 @@ void RemotePlayer::Feed(const netprot::Output out) {
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
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{
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//
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//Vector3f playerToQuad = m_player.GetPosition() - m_position;
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//playerToQuad.Normalize();
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//Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f;
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//Matrix4f rotationMatrix;
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//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
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//glMultMatrixf(rotationMatrix.GetInternalValues());
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float x = GetPosition().x;
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float y = GetPosition().y;
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float z = GetPosition().z;
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float width = 1.7f;
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float height = 2.5f;
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//Pt override les collisions.. a ce point la je sais pas quoi faire
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float width = 1.f;
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float height = 1.7f;
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//Matrix4 mat4 = tran.GetMatrix();
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//mat4 VP = pMatrix * vMatrix;
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@ -13,7 +13,7 @@
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class RemotePlayer : public Player {
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public:
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enum Anim: uint8_t { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 };
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enum Anim: uint8_t { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 }; // A REVOIR VOIR DEFINE.H POUR LES ANIMES
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RemotePlayer(netprot::PlayerInfo pinfo);
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RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos);
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@ -66,6 +66,7 @@ bool TextureAtlas::Generate(int textureSize, bool mipmap) {
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ilOriginFunc(IL_ORIGIN_LOWER_LEFT);
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ilEnable(IL_ORIGIN_SET);
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ilEnable(IL_ALPHA);
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if (!ilLoadImage((const ILstring)it->first.c_str()))
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return false;
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