booster affiche

affiche simplement un carre rouge pour l'instant et ne se ramasse pas encore
This commit is contained in:
Frederic Leger 2023-11-20 15:40:43 -05:00
parent 225c815da4
commit 8769aa9e38
10 changed files with 112 additions and 4 deletions

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@ -20,6 +20,7 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="audio.h" />
<ClInclude Include="booster.h" />
<ClInclude Include="connector.h" />
<ClInclude Include="define.h" />
<ClInclude Include="engine.h" />
@ -36,6 +37,7 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="audio.cpp" />
<ClCompile Include="booster.cpp" />
<ClCompile Include="connector.cpp" />
<ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" />

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@ -53,6 +53,9 @@
<ClInclude Include="remoteplayer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="booster.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="engine.cpp">
@ -97,5 +100,8 @@
<ClCompile Include="remoteplayer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="booster.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

46
SQCSim2021/booster.cpp Normal file
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@ -0,0 +1,46 @@
#include "booster.h";
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran)
{
//
//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());
float x = pos.x;
float y = pos.y;
float z = pos.z;
float width = 1.0f;
float height = 1.0f;
//Pt override les collisions.. a ce point la je sais pas quoi faire
//Matrix4 mat4 = tran.GetMatrix();
//mat4 VP = pMatrix * vMatrix;
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
//tran.ApplyTranslation(m_position);
float u, v, w, h;
//glDisable(GL_DEPTH_TEST);
shader.Use();
textureAtlas.Bind();
textureAtlas.TextureIndexToCoord(idx, u, v, w, h);
//glLoadIdentity();
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
glBegin(GL_QUADS);
glTexCoord2f(u, v); glVertex3f(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
glEnd();
shader.Disable();
//tran.ApplyTranslation(-m_position);
//glEnable(GL_DEPTH_TEST);
}

14
SQCSim2021/booster.h Normal file
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@ -0,0 +1,14 @@
#ifndef BOOSTER_H__
#define BOOSTER_H__
#include "define.h"
#include "textureatlas.h"
#include "shader.h"
#include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/transformation.h"
class Booster {
public:
void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran);
};
#endif

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@ -34,6 +34,6 @@
#define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
#define BOOSTER_TEXTURE_PATH "./media/textures/Booster"
#define BOOSTER_TEXTURE_PATH "./media/textures/Booster/"
#endif // DEFINE_H__

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@ -448,7 +448,7 @@ void Engine::LoadResource() {
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterMauve.png");
TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png");
TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png");
TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png");
TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png");
@ -1160,6 +1160,7 @@ void Engine::Render(float elapsedTime) {
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
m_booster.RenderBillboard({ 120,20,120 }, m_textureAtlas, texBoostHeal, m_shader01, all);
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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@ -23,6 +23,7 @@
#include "connector.h"
#include "renderer.h"
#include "remoteplayer.h"
#include "booster.h"
class Engine : public OpenglContext {
@ -74,6 +75,7 @@ private:
World m_world = World();
Renderer m_renderer = Renderer();
Booster m_booster = Booster();
Texture m_textureCrosshair;
Texture m_textureFont;
@ -85,6 +87,8 @@ private:
Texture m_textureMultiText;
Texture m_textureTitle;
TextureAtlas::TextureIndex texBoostHeal;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");

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@ -8,7 +8,6 @@
#include "texture.h"
#include "openglcontext.h"
#include "vertexbuffer.h"
#include "texture.h"
#include "../SQCSim-common/matrix4.h"
class RemotePlayer : public Player {

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@ -1,4 +1,9 @@
#include "renderer.h"
#include <iostream>
#include <cstring>
#include <thread>
#include <queue>
Renderer::Renderer() {
m_meshes.Reset(nullptr);
@ -131,7 +136,8 @@ void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& play
}
shader.Disable();
glStencilFunc(GL_GREATER, 1, 0xFF);
};
}
void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.x;
@ -238,6 +244,30 @@ void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* bloc
}
}
void Renderer::RenderBillboard(const Vector3f pos, TextureAtlas textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran)
{
//float x = pos.x;
//float y = pos.y;
//float z = pos.z;
//float width = 1.0f;
//float height = 1.0f;
//float u, v, w, h;
//shader.Use();
//textureAtlas.Bind();
//textureAtlas.TextureIndexToCoord(idx, u, v, w, h);
//glLoadMatrixf(tran.GetMatrix().GetInternalValues());
//glBegin(GL_QUADS);
//glTexCoord2f(u, v); glVertex3f(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
//glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
//glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
//glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
//glEnd();
//shader.Disable();
}
void Renderer::RenderPlayer(Player* player, Transformation tran) const {
}

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@ -9,6 +9,9 @@
#include "textureatlas.h"
#include "shader.h"
#include "remoteplayer.h"
#include "openglcontext.h"
#include "vertexbuffer.h"
#include "../SQCSim-common/matrix4.h"
class Renderer {
private:
@ -16,6 +19,7 @@ private:
TextureAtlas* m_playertext = nullptr;
Shader* m_playershader = nullptr;
bool test = true;
public:
Renderer();
@ -25,6 +29,8 @@ public:
void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
void RenderBillboard(const Vector3f pos, TextureAtlas textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran);
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation world, Shader& shader, TextureAtlas& atlas) const;
void RenderPlayer(Player* player, Transformation tran) const;
void RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const;