Nouvelles textures.

This commit is contained in:
Marc-Eric Martel 2021-10-02 15:00:48 -04:00
parent 1371d62b3a
commit 959d70020b
13 changed files with 91 additions and 81 deletions

View File

@ -42,9 +42,9 @@ void Engine::Init()
void Engine::DeInit() { } void Engine::DeInit() { }
void Engine::LoadResource() { void Engine::LoadResource() {
LoadTexture(m_textureFloor, TEXTURE_PATH "floortile.png"); LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
LoadTexture(m_textureSkybox, TEXTURE_PATH "curtains.png"); LoadTexture(m_textureSkybox, TEXTURE_PATH "skybox.png");
LoadTexture(m_textureCube, TEXTURE_PATH "laura.png"); LoadTexture(m_textureCube, TEXTURE_PATH "metal.png");
} }
void Engine::UnloadResource() void Engine::UnloadResource()
@ -76,59 +76,59 @@ void Engine::Render(float elapsedTime)
glDisable(GL_DEPTH_TEST); // Pour que tout ce qui est dessiné après soit dessiné par-dessus la skybox. glDisable(GL_DEPTH_TEST); // Pour que tout ce qui est dessiné après soit dessiné par-dessus la skybox.
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0, 1); glTexCoord2f(0, .75f);
glVertex3f(5.f, 5.f, 5.f); glVertex3f(5.f, 5.f, 5.f);
glTexCoord2f(1, 1); glTexCoord2f(.25f, .75f);
glVertex3f(-5.f, 5.f, 5.f); glVertex3f(-5.f, 5.f, 5.f);
glTexCoord2f(1, 0); glTexCoord2f(.25f, .50f);
glVertex3f(-5.f, -5.f, 5.f); glVertex3f(-5.f, -5.f, 5.f);
glTexCoord2f(0, 0); glTexCoord2f(0, .50f);
glVertex3f(5.f, -5.f, 5.f); glVertex3f(5.f, -5.f, 5.f);
glTexCoord2f(1, 0); glTexCoord2f(.25f, .75f);
glVertex3f(5.f, -5.f, -5.f);
glTexCoord2f(0, 0);
glVertex3f(-5.f, -5.f, -5.f);
glTexCoord2f(0, 1);
glVertex3f(-5.f, 5.f, -5.f);
glTexCoord2f(1, 1);
glVertex3f(5.f, 5.f, -5.f);
glTexCoord2f(0, 1);
glVertex3f(-5.f, 5.f, 5.f); glVertex3f(-5.f, 5.f, 5.f);
glTexCoord2f(1, 1); glTexCoord2f(.50f, .75f);
glVertex3f(-5.f, 5.f, -5.f); glVertex3f(-5.f, 5.f, -5.f);
glTexCoord2f(1, 0); glTexCoord2f(.50f, .50f);
glVertex3f(-5.f, -5.f, -5.f); glVertex3f(-5.f, -5.f, -5.f);
glTexCoord2f(0, 0); glTexCoord2f(.25f, .50f);
glVertex3f(-5.f, -5.f, 5.f); glVertex3f(-5.f, -5.f, 5.f);
glTexCoord2f(0, 1); glTexCoord2f(.50f, .75f);
glVertex3f(-5.f, 5.f, -5.f);
glTexCoord2f(.75f, .75f);
glVertex3f(5.f, 5.f, -5.f); glVertex3f(5.f, 5.f, -5.f);
glTexCoord2f(1, 1); glTexCoord2f(.75f, .50f);
glVertex3f(5.f, -5.f, -5.f);
glTexCoord2f(.50f, .50f);
glVertex3f(-5.f, -5.f, -5.f);
glTexCoord2f(.75f, .75f);
glVertex3f(5.f, 5.f, -5.f);
glTexCoord2f(1, .75f);
glVertex3f(5.f, 5.f, 5.f); glVertex3f(5.f, 5.f, 5.f);
glTexCoord2f(1, 0); glTexCoord2f(1, .50f);
glVertex3f(5.f, -5.f, 5.f); glVertex3f(5.f, -5.f, 5.f);
glTexCoord2f(0, 0); glTexCoord2f(.75f, .50f);
glVertex3f(5.f, -5.f, -5.f); glVertex3f(5.f, -5.f, -5.f);
//glTexCoord2f(0, 0); // Pas besoin de cette face pour cette version de la skybox. glTexCoord2f(.25f, 1);
//glVertex3f(-5.f, 5.f, -5.f); glVertex3f(5.f, 5.f, 5.f);
//glTexCoord2f(0, 1); glTexCoord2f(.50f, 1);
//glVertex3f(-5.f, 5.f, 5.f); glVertex3f(5.f, 5.f, -5.f);
//glTexCoord2f(1, 1); glTexCoord2f(.50f, .75f);
//glVertex3f(5.f, 5.f, 5.f); glVertex3f(-5.f, 5.f, -5.f);
//glTexCoord2f(1, 0); glTexCoord2f(.25f, .75f);
//glVertex3f(5.f, 5.f, -5.f); glVertex3f(-5.f, 5.f, 5.f);
//glTexCoord2f(0, 0); // Pas besoin de cette face pour cette version de la skybox. glTexCoord2f(.50f, .50f);
//glVertex3f(-5.f, -5.f, -5.f); glVertex3f(-5.f, -5.f, -5.f);
//glTexCoord2f(0, 1); glTexCoord2f(.75f, .50f);
//glVertex3f(-5.f, -5.f, 5.f); glVertex3f(5.f, -5.f, -5.f);
//glTexCoord2f(1, 1); glTexCoord2f(.75f, .25f);
//glVertex3f(5.f, -5.f, 5.f); glVertex3f(5.f, -5.f, 5.f);
//glTexCoord2f(1, 0); glTexCoord2f(.50f, .25f);
//glVertex3f(5.f, -5.f, -5.f); glVertex3f(-5.f, -5.f, 5.f);
glEnd(); glEnd();
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@ -137,7 +137,7 @@ void Engine::Render(float elapsedTime)
// Plancher // Plancher
// Les vertex doivent etre affiches dans le sens anti-horaire (CCW) // Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
m_textureFloor.Bind(); m_textureFloor.Bind();
float nbRep = 50.f; float nbRep = 1.f;
glBegin(GL_QUADS); glBegin(GL_QUADS);
glNormal3f(0, 1, 0); // Normal vector glNormal3f(0, 1, 0); // Normal vector
glTexCoord2f(0, 0); glTexCoord2f(0, 0);

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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((m_fullscreen ? sf::VideoMode::getFullscreenModes()[0] : 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((m_fullscreen ? sf::VideoMode::getFullscreenModes()[0] : 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

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@ -8,18 +8,15 @@ void Player::TurnLeftRight(float value) {
else if (m_rotX < -45) m_rotX = -45; else if (m_rotX < -45) m_rotX = -45;
} }
void Player::TurnTopBottom(float value) { void Player::TurnTopBottom(float value) { m_rotY += value; }
m_rotY += value;
}
void Player::Move(bool front, bool back, bool left, bool right, bool jump, float elapsedTime) { void Player::Move(bool front, bool back, bool left, bool right, bool jump, float elapsedTime) {
float xrotrad, yrotrad;
if (m_accjmp == 0 && jump && !jumped) { if (jump && !jumped) {
m_accjmp = 0.3; m_accjmp = m_jumpheight;
jumped = true; jumped = true;
} }
else if (m_position.y > -0.2f && m_accjmp != 0) else if (m_position.y > -0.3f && m_accjmp != 0) {
if (m_accjmp > 0.1f) { if (m_accjmp > 0.1f) {
if (jump) { if (jump) {
m_accjmp *= 0.95 - m_accjmp * elapsedTime; m_accjmp *= 0.95 - m_accjmp * elapsedTime;
@ -34,64 +31,69 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, float
if (jump) m_accjmp -= elapsedTime * 0.7; if (jump) m_accjmp -= elapsedTime * 0.7;
else m_accjmp -= elapsedTime * 0.9; else m_accjmp -= elapsedTime * 0.9;
} }
front = false; // Empêche le déplacement dans les airs.
back = false;
left = false;
right = false;
}
else m_accjmp = 0; else m_accjmp = 0;
if (!jump) jumped = false; // Bloque les sauts à répétition en tenant le bouton de saut.
if (m_position.y < 0) { // Suivi de mouvement pour l'atterrissage. if (m_position.y < 0) { // Suivi de mouvement pour l'atterrissage.
m_position.y += elapsedTime * 5; m_position.y += elapsedTime * 5;
if (m_position.y > 0.f) m_position.y = 0; if (m_position.y > 0.f) {
jumped = false;
m_position.y = 0;
}
} }
m_position.y += m_accjmp; m_position.y += m_accjmp;
if (!jumped || left || right || front || back) {
m_yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
m_xrotrad = (m_rotX / 57.2957795056f);
}
if (front) { if (front) {
if (m_accWS < 10) m_accWS += elapsedTime * 30; else m_accWS = 10; if (m_accWS < m_topspeed) m_accWS += elapsedTime * 30; else m_accWS = m_topspeed;
yrotrad = (m_rotY / 180 * 3.141592654f);
xrotrad = (m_rotX / 180 * 3.141592654f); m_position.x += float(sin(m_yrotrad)) * elapsedTime * m_accWS;
m_position.x += float(sin(yrotrad)) * elapsedTime * m_accWS; m_position.z += float(-cos(m_yrotrad)) * elapsedTime * m_accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * m_accWS;
// m_position.y += float(-sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol. // m_position.y += float(-sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol.
} }
else if (back) { else if (back) {
if (m_accWS > -10) m_accWS -= elapsedTime * 30; else m_accWS = -10; if (m_accWS > -m_topspeed) m_accWS -= elapsedTime * 30; else m_accWS = -m_topspeed;
yrotrad = (m_rotY / 180 * 3.141592654f);
xrotrad = (m_rotX / 180 * 3.141592654f); m_position.x += float(-sin(m_yrotrad)) * elapsedTime * -m_accWS;
m_position.x += float(-sin(yrotrad)) * elapsedTime * -m_accWS; m_position.z += float(cos(m_yrotrad)) * elapsedTime * -m_accWS;
m_position.z += float(cos(yrotrad)) * elapsedTime * -m_accWS;
// m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol. // m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol.
} }
else if (m_accWS != 0) { else if (m_accWS != 0) {
m_accWS = m_accWS > 0 ? m_accWS - elapsedTime * 60 : m_accWS + elapsedTime * 60; m_accWS = m_accWS > 0 ? m_accWS - elapsedTime * (jumped? 10 : 60) : m_accWS + elapsedTime * (jumped ? 10 : 60);
yrotrad = (m_rotY / 180 * 3.141592654f);
xrotrad = (m_rotX / 180 * 3.141592654f); m_position.x += float(sin(m_yrotrad)) * elapsedTime * m_accWS;
m_position.x += float(sin(yrotrad)) * elapsedTime * m_accWS; m_position.z += float(-cos(m_yrotrad)) * elapsedTime * m_accWS;
m_position.z += float(-cos(yrotrad)) * elapsedTime * m_accWS;
if (m_accWS < 1 && m_accWS > -1) m_accWS = 0; if (m_accWS < 1 && m_accWS > -1) m_accWS = 0;
} }
if (left) { if (left) {
if (m_accAD < 10) m_accAD += elapsedTime * 30; else m_accAD = 10; if (m_accAD < m_topspeed) m_accAD += elapsedTime * 30; else m_accAD = m_topspeed;
yrotrad = (m_rotY / 180 * 3.141592654f); m_position.x += float(-cos(m_yrotrad)) * elapsedTime * m_accAD;
m_position.x += float(-cos(yrotrad)) * elapsedTime * m_accAD; m_position.z += float(-sin(m_yrotrad)) * elapsedTime * m_accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * m_accAD;
} }
else if (right) { else if (right) {
if (m_accAD > -10) m_accAD -= elapsedTime * 30; else m_accAD = -10; if (m_accAD > -m_topspeed) m_accAD -= elapsedTime * 30; else m_accAD = -m_topspeed;
yrotrad = (m_rotY / 180 * 3.141592654f); m_position.x += float(cos(m_yrotrad)) * elapsedTime * -m_accAD;
m_position.x += float(cos(yrotrad)) * elapsedTime * -m_accAD; m_position.z += float(sin(m_yrotrad)) * elapsedTime * -m_accAD;
m_position.z += float(sin(yrotrad)) * elapsedTime * -m_accAD;
} }
else if (m_accAD != 0) { else if (m_accAD != 0) {
m_accAD = m_accAD > 0 ? m_accAD - elapsedTime * 60 : m_accAD + elapsedTime * 60; m_accAD = m_accAD > 0 ? m_accAD - elapsedTime * (jumped ? 10 : 60) : m_accAD + elapsedTime * (jumped ? 10 : 60);
yrotrad = (m_rotY / 180 * 3.141592654f); m_position.x += float(-cos(m_yrotrad)) * elapsedTime * m_accAD;
m_position.x += float(-cos(yrotrad)) * elapsedTime * m_accAD; m_position.z += float(-sin(m_yrotrad)) * elapsedTime * m_accAD;
m_position.z += float(-sin(yrotrad)) * elapsedTime * m_accAD;
if (m_accAD < 1 && m_accAD > -1) m_accAD = 0; if (m_accAD < 1 && m_accAD > -1) m_accAD = 0;
} }
// Gestion de si le personnage va en diagonale pour qu'il n'aille pas plus vite que s'il allait en ligne droite: SQRT(10^2+10^2) = ~12. // Gestion de si le personnage va en diagonale pour qu'il n'aille pas plus vite que s'il allait en ligne droite: SQRT(15^2+15^2) = ~21.2
if ((m_accWS >= 0? m_accWS: -m_accWS + m_accAD >= 0 ? m_accAD : -m_accAD) > 12) { if ((m_accWS >= 0? m_accWS: -m_accWS + m_accAD >= 0 ? m_accAD : -m_accAD) > sqrtf(m_topspeed * m_topspeed + m_topspeed * m_topspeed)) {
m_accWS *= 0.9f; m_accWS *= 0.9f;
m_accAD *= 0.9f; m_accAD *= 0.9f;
} }

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@ -2,6 +2,7 @@
#define _PLAYER_H__ #define _PLAYER_H__
#include "vector3.h" #include "vector3.h"
#include "transformation.h" #include "transformation.h"
#include <cmath>
class Player { class Player {
public: public:
@ -18,7 +19,14 @@ private:
float m_accWS = 0; float m_accWS = 0;
float m_accAD = 0; float m_accAD = 0;
float m_accjmp = 0; float m_accjmp = 0;
float m_yrotrad = 0;
float m_xrotrad = 0;
bool jumped = false; bool jumped = false;
float m_topspeed = 20;
float m_jumpheight = .4;
}; };
#endif //_PLAYER_H__ #endif //_PLAYER_H__