diff --git a/SQCSim-common/SQCSim-common.vcxproj b/SQCSim-common/SQCSim-common.vcxproj
index 991cd1d..5f319ac 100644
--- a/SQCSim-common/SQCSim-common.vcxproj
+++ b/SQCSim-common/SQCSim-common.vcxproj
@@ -131,6 +131,7 @@
+
@@ -144,6 +145,7 @@
+
diff --git a/SQCSim-common/SQCSim-common.vcxproj.filters b/SQCSim-common/SQCSim-common.vcxproj.filters
index 26c6c05..45814cf 100644
--- a/SQCSim-common/SQCSim-common.vcxproj.filters
+++ b/SQCSim-common/SQCSim-common.vcxproj.filters
@@ -54,6 +54,9 @@
Fichiers d%27en-tête
+
+ Fichiers d%27en-tête
+
@@ -80,5 +83,8 @@
Fichiers sources
+
+ Fichiers sources
+
\ No newline at end of file
diff --git a/SQCSim-common/boostinfo.cpp b/SQCSim-common/boostinfo.cpp
new file mode 100644
index 0000000..9b54626
--- /dev/null
+++ b/SQCSim-common/boostinfo.cpp
@@ -0,0 +1,32 @@
+#include "boostinfo.h"
+#include
+
+BoostInfo::BoostInfo(BoostType type, const std::string& name, float u, float v, float s, int dur) : m_type(type), m_name(name), m_u(u), m_v(v), m_s(s), m_durability(dur)
+{
+}
+
+BoostInfo::~BoostInfo()
+{
+}
+
+BoostType BoostInfo::GetType() const
+{
+ return m_type;
+}
+
+void BoostInfo::GetTexture(float& u, float& v, float& s)
+{
+ u = m_u;
+ v = m_v;
+ s = m_s;
+}
+
+void BoostInfo::Show() const
+{
+ std::cout << "Type: " << m_type << std::endl;
+ std::cout << "Nom: " << m_name << std::endl;
+ std::cout << "Durabilite: " << m_durability << std::endl;
+ std::cout << "Coordonnees Texture: " << m_u << ", " << m_v << ", " << m_s << std::endl;
+}
+
+
diff --git a/SQCSim-common/boostinfo.h b/SQCSim-common/boostinfo.h
new file mode 100644
index 0000000..e76d1ed
--- /dev/null
+++ b/SQCSim-common/boostinfo.h
@@ -0,0 +1,29 @@
+#ifndef BOOSTINFO_H__
+#define BOOSTINFO_H__
+
+#include
+#include "define.h"
+
+class BoostInfo
+{
+public:
+ BoostInfo(BoostType type, const std::string& name, float u, float v, float s, int dur);
+ ~BoostInfo();
+
+ BoostType GetType() const;
+
+ void GetTexture(float& u, float& v, float& s);
+
+ void Show() const;
+
+private:
+ BoostType m_type;
+ float m_u;
+ float m_v;
+ float m_s;
+ std::string m_name;
+ int m_durability;
+
+};
+
+#endif // BOOSTINFO_H__
diff --git a/SQCSim-common/define.h b/SQCSim-common/define.h
index f65bc2b..337a9be 100644
--- a/SQCSim-common/define.h
+++ b/SQCSim-common/define.h
@@ -29,8 +29,15 @@
#define TEXTURE_SIZE 512
#define MAX_BULLETS 512
+#define TIME_SPEED_BOOST 10 //secondes
+#define TIME_DAMAGE_BOOST 10 //secondes
+#define TIME_INVINCIBLE_BOOST 4 //secondes
+#define STRENGTH_SPEED_BOOST 10 //Pourcentage
+
typedef uint8_t BlockType;
+typedef uint8_t BoostType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
+enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE };
typedef uint64_t Timestamp;
#ifdef _WIN32
diff --git a/SQCSim-common/player.cpp b/SQCSim-common/player.cpp
index 9fe810c..66b6c0a 100644
--- a/SQCSim-common/player.cpp
+++ b/SQCSim-common/player.cpp
@@ -59,6 +59,11 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
delta.y += jump? .32f: shoot? .1f : 0.f;
m_airborne = true;
}
+ if (boostspeed)
+ {
+ delta.x += STRENGTH_SPEED_BOOST / 100 * delta.x;
+ delta.z += STRENGTH_SPEED_BOOST / 100 * delta.z;
+ }
if (shoot) // Recoil!
TurnTopBottom(-1);
@@ -180,7 +185,7 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
else isStep = false;
m_POV = m_position.y;
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
-
+ RemoveBooster(elapsedTime);
return snd;
}
@@ -190,6 +195,50 @@ void Player::ApplyTransformation(Transformation& transformation, bool rel) const
if (rel) transformation.ApplyTranslation(-GetPOV());
}
+void Player::GetBooster(Booster boosttype)
+{
+ if (boosttype == SPEED)
+ {
+ boostspeed = true;
+ timeboostspeed = 0;
+ }
+ if (boosttype == HEAL)
+ {
+ m_hp = 100;
+ }
+ if (boosttype == DAMAGE)
+ {
+ boostdamage = true;
+ timeboostdamage = 0;
+ }
+ if (boosttype == INVINCIBLE)
+ {
+ boostinvincible = true;
+ boostinvincible = 0;
+ }
+}
+void Player::RemoveBooster(float elapsedtime)
+{
+ if (boostspeed)
+ {
+ timeboostspeed += elapsedtime;
+ if (timeboostspeed >= TIME_SPEED_BOOST)
+ boostspeed = false;
+ }
+ if (boostdamage)
+ {
+ timeboostdamage += elapsedtime;
+ if (timeboostdamage >= TIME_DAMAGE_BOOST)
+ boostdamage = false;
+ }
+ if (boostinvincible)
+ {
+ timeboostinvincible += elapsedtime;
+ if (timeboostinvincible >= TIME_INVINCIBLE_BOOST)
+ boostinvincible = false;
+ }
+}
+
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
Vector3f Player::GetVelocity() const { return m_velocity; }
diff --git a/SQCSim-common/player.h b/SQCSim-common/player.h
index e439fa2..1a98d6d 100644
--- a/SQCSim-common/player.h
+++ b/SQCSim-common/player.h
@@ -10,6 +10,7 @@ class World;
class Player {
public:
enum Sound { NOSOUND, STEP, FALL };
+ enum Booster { SPEED, HEAL, DAMAGE, INVINCIBLE };
Player(const Vector3f& position, float rotX = 0, float rotY = 0);
void TurnLeftRight(float value);
@@ -17,7 +18,8 @@ public:
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
void ApplyTransformation(Transformation& transformation, bool rel = true) const;
-
+ void GetBooster(Booster boosttype);
+ void RemoveBooster(float elapsedtime);
Vector3f GetPosition() const;
Vector3f GetDirection() const;
Vector3f GetVelocity() const;
@@ -36,10 +38,16 @@ private:
float m_rotX = 0;
float m_rotY = 0;
float m_POV;
+ float timeboostspeed;
+ float timeboostdamage;
+ float timeboostinvincible;
float m_hp;
bool m_airborne;
+ bool boostspeed;
+ bool boostdamage;
+ bool boostinvincible;
};
#endif //_PLAYER_H__
diff --git a/SQCSim2021/define.h b/SQCSim2021/define.h
index 67c49c3..2abfe0c 100644
--- a/SQCSim2021/define.h
+++ b/SQCSim2021/define.h
@@ -35,5 +35,6 @@
#define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
+#define BOOSTER_TEXTURE_PATH "./media/textures/Booster"
#endif // DEFINE_H__
diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp
index a5939e6..bacea3b 100644
--- a/SQCSim2021/engine.cpp
+++ b/SQCSim2021/engine.cpp
@@ -5,8 +5,6 @@
#include
#include
-
-
// Define a structure to represent notifications
struct Notification {
std::string message;
@@ -28,6 +26,56 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk();
}
+void Engine::DrawSplachScreen()
+{
+ glDisable(GL_LIGHTING);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+
+ // Définir la matrice de projection en mode orthographique
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
+
+ // Définir la matrice de modèle-vue
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ // L'image sera centrée autour de l'origine (0, 0, 0)
+ int imageWidth = Width(); // Remplacez par la largeur de votre image
+ int imageHeight = Height(); // Remplacez par la hauteur de votre image
+
+ // Texture
+ SplachScreenTexture.Bind();
+
+ // Dessiner un quadrilatère centré
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2i(-imageWidth / 2, -imageHeight / 2);
+ glTexCoord2f(1, 0);
+ glVertex2i(imageWidth / 2, -imageHeight / 2);
+ glTexCoord2f(1, 1);
+ glVertex2i(imageWidth / 2, imageHeight / 2);
+ glTexCoord2f(0, 1);
+ glVertex2i(-imageWidth / 2, imageHeight / 2);
+ glEnd();
+
+ // Activer la transparence
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+ glEnable(GL_BLEND);
+
+ // Restaurer les matrices précédentes
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+
+
+
void Engine::DrawMenu()
{
static const int sTitle = 400;
@@ -223,6 +271,8 @@ void Engine::DrawMenu()
}
void Engine::Init() {
+
+
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
@@ -230,7 +280,7 @@ void Engine::Init() {
}
glDisable(GL_FRAMEBUFFER_SRGB);
- glEnable(GL_DEPTH_TEST);
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
@@ -294,10 +344,14 @@ void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
- LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true);
+ LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
+ LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
+ LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
+ LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
+ LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
@@ -305,6 +359,10 @@ 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 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");
if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
@@ -350,7 +408,6 @@ void Engine::KillNotification(Player killer, Player killed) {
DisplayNotification(message);
}
-
void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) {
@@ -360,23 +417,28 @@ void Engine::DisplayNotification(std::string message) {
Notification newNotification;
newNotification.message = message;
newNotification.displayStartTime = m_time;
-
+
notifications.push_back(newNotification);
}
// Add a method to process the notification queue
void Engine::ProcessNotificationQueue() {
- m_textureFont.Bind();
- float scale = GetScale();
- unsigned int xOffset = Width() - Width() * 0.26;
- unsigned int yOffset = Height() - (Height() / 2.2);
+ //PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
+ //float fPosX = (Width() / 100.0f) * scaleX;
+ //float fPosY = Height() - (Height() * 0.05) * scaleY;
+
+ m_textureFont.Bind();
+
+ auto [scaleX, scaleY] = GetScale();
+
+ float xOffset = (Width() / 1.5f) * scaleX;
+ float yOffset = (Height() / 1.2f) * scaleY;
- // Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
- // Display the notification message with vertical offset
- unsigned int y = yOffset - (static_cast(scale * 20) * (it - notifications.begin()));
+ float y = yOffset - (20.0f * scaleX * (it - notifications.begin()));
+
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
@@ -391,8 +453,8 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
-
- PrintText(xOffset, y, scale, it->message);
+
+ PrintText(xOffset, y, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
@@ -402,39 +464,89 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
-
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
- // Check if it's time to remove the notification (display for 2 seconds)
+
if (timeSinceDisplay >= 4.0f) {
- it = notifications.erase(it); // Remove the notification
+ it = notifications.erase(it);
}
else {
++it;
}
}
-
}
-
-
void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2i(0, 0);
- glTexCoord2f(1, 0);
- glVertex2i(crossSize, 0);
- glTexCoord2f(1, 1);
- glVertex2i(crossSize, crossSize);
- glTexCoord2f(0, 1);
- glVertex2i(0, crossSize);
+ glTexCoord2f(0, 0);
+ glVertex2i(0, 0);
+ glTexCoord2f(1, 0);
+ glVertex2i(crossSize, 0);
+ glTexCoord2f(1, 1);
+ glVertex2i(crossSize, crossSize);
+ glTexCoord2f(0, 1);
+ glVertex2i(0, crossSize);
glEnd();
}
+void Engine::DisplayPovGun() {
+ // Setter le blend function, tout ce qui sera noir sera transparent
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_DEPTH_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+
+ glLoadIdentity();
+ glOrtho(0, Width(), 0, Height(), -1, 1);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+
+ float scaleX = (Width()) / BASE_WIDTH;
+ float scaleY = (Height()) / BASE_HEIGHT;
+ float baseXOffset = 0.4958 * BASE_WIDTH;
+ float baseWidth = 0.4688 * BASE_WIDTH;
+ float baseHeight = 0.5787 * BASE_HEIGHT;
+ float xTranslation = baseXOffset * scaleX;
+ float quadWidth = baseWidth * scaleX;
+ float quadHeight = baseHeight * scaleY;
+
+ m_texturePovGun.Bind();
+ glLoadIdentity();
+ glTranslated(xTranslation, 0, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2i(0, 0);
+ glTexCoord2f(1, 0);
+ glVertex2i(quadWidth, 0);
+ glTexCoord2f(1, 1);
+ glVertex2i(quadWidth, quadHeight);
+ glTexCoord2f(0, 1);
+ glVertex2i(0, quadHeight);
+ glEnd();
+
+ // Reset du blend function
+ glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
+ glBlendEquation(GL_FUNC_SUBTRACT);
+
+ glEnable(GL_STENCIL_TEST);
+ glEnable(GL_DEPTH_TEST);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+
void Engine::DisplayCurrentItem() {
}
@@ -442,55 +554,66 @@ void Engine::DisplayCurrentItem() {
void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
- glDisable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ auto [scaleX, scaleY] = GetScale();
+
+ float fBackPosX = (Width() / 25.0f) * scaleX;
+ float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
+ float fBackWidth = (Width() / 4.0f) * scaleX;
+ float fBackHeight = (Height() / 5.5f) * scaleY;
+
+ glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
+ glBegin(GL_QUADS);
+ glVertex2f(fBackPosX, fBackPosY);
+ glVertex2f(fBackPosX + fBackWidth, fBackPosY);
+ glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
+ glVertex2f(fBackPosX, fBackPosY + fBackHeight);
+ glEnd();
+
+ // HP Bar
+ float fBarWidth = (Width() / 4.0f) * scaleX;
+ float fBarHeight = (Height() / 25.0f) * scaleY;
+ float fPosX = (Width() / 25.0f) * scaleX;
+ float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
- // Barre HP
- float fBarWidth = Width() / 4;
- float fBarHeight = Height() / 25;
- float fPosX = Width() / 20;
- float fPosY = Height() - (Height() - (fBarHeight * 4));
float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
- // Arri�re-plan (Barre HP)
+ // HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS);
- glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
- glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
- glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
- glVertex2f(fPosX, fPosY); // Haut-Gauche
+ glVertex2f(fPosX, fBarPosY - fBarHeight);
+ glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
+ glVertex2f(fPosX + fBarWidth, fBarPosY);
+ glVertex2f(fPosX, fBarPosY);
glEnd();
- //TODO: Associer avec m�chanique de vie du joueur
-
- // Barre HP
+ // Current HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS);
- glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
- glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
- glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
- glVertex2f(fPosX, fPosY); // Haut-Gauche
+ glVertex2f(fPosX, fBarPosY - fBarHeight);
+ glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
+ glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
+ glVertex2f(fPosX, fBarPosY);
glEnd();
- // Barre �quip
+ // Equip Bar
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
+
+ float fEquipWidth = (Width() * 0.175f) * scaleX;
+ float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
+ float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
+
+ glTranslatef(fPosX, fEquipPosY, 0);
+
m_textureGun.Bind();
-
- float margin = Width() * 0.05;
- float itemWidth = Width() * 0.33;
- float itemHeight = itemWidth / 2.208;
- float startX = Width() - itemWidth - margin;
- float startY = margin;
-
- glTranslated(startX, startY, 0);
-
glBegin(GL_QUADS);
- glTexCoord2f(1, 0); glVertex2i(0, 0);
- glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
- glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
- glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
+ glTexCoord2f(0, 0); glVertex2i(0, 0);
+ glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
+ glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
+ glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
glEnd();
//glDisable(GL_BLEND);
@@ -498,54 +621,161 @@ void Engine::DisplayHud(int timer) {
// Username
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-
glColor3f(1.0f, 1.0f, 1.0f);
- float scale = GetScale();
+
m_textureFont.Bind();
std::ostringstream ss;
- ss << m_player.GetUsername();
- PrintText(fPosX, fPosY, scale, ss.str());
+ float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
- //Countdown
+ ss.str("");
+ ss << m_player.GetUsername();
+ PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
+
+ ss.str("");
+ ss << m_player.GetHP() * 100 << "%";
+ PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
+
+ // Countdown
ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
- PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
-
+ PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
}
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
- // Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
- float scale = GetScale();
- unsigned int x = Width() / 25;
+ auto [scaleX, scaleY] = GetScale();
+
+ float fPosX = (Width() / 100.0f) * scaleX;
+ float fPosY = Height() - (Height() * 0.05) * scaleY;
+ float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime);
- PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
+ PrintText(fPosX, fPosY, ss.str());
ss.str("");
+ fPosY -= charSize;
+
ss << " Rendered Chunks : " << m_renderCount;
- PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
+ PrintText(fPosX, fPosY, ss.str());
ss.str("");
+ fPosY -= charSize;
+
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
- PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
+ PrintText(fPosX, fPosY, ss.str());
ss.str("");
- ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l � operateur << pour afficher la position
- PrintText(x, Height() / 48, scale, ss.str());
+ fPosY -= charSize;
+
+ float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
+ fPosY = fPosYJump;
+ fPosY -= charSize;
+
+ ss << " Velocity : " << m_player.GetVelocity();
+ PrintText(fPosX, fPosY, ss.str());
ss.str("");
+ fPosY -= charSize;
+
ss << " Direction : " << m_player.GetDirection();
- PrintText(x, Height() / 24, scale, ss.str());
+ PrintText(fPosX, fPosY, ss.str());
ss.str("");
+ fPosY -= charSize;
+
ss << " Position : " << m_player.GetPosition();
- PrintText(x, Height() / 16, scale, ss.str());
+ PrintText(fPosX, fPosY, ss.str());
ss.str("");
+ fPosY -= charSize;
+
ss << " Block : ";
-
if (bloc == BTYPE_LAST)
- ss << "Weapon.";
- else ss << (int)bloc;
+ ss << "Weapon";
+ else
+ ss << (int)bloc;
+ PrintText(fPosX, fPosYJump, ss.str());
+}
- PrintText(x, Height() / 12, scale, ss.str());
+void Engine::DisplaySingleOrMultiplayerMenu() {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_DEPTH_TEST);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+
+ glLoadIdentity();
+ glOrtho(0, Width(), 0, Height(), -1, 1);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+
+ auto [scaleX, scaleY] = GetScale();
+ float fBackPosX = 0.0f;
+ float fBackPosY = 0.0f;
+ float fBackWidth = Width();
+ float fBackHeight = Height();
+
+ m_textureSoloMultiMenu.Bind();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
+ glEnd();
+
+ float centerX = (Width() / 2.0f);
+ float centerY = (Height() / 2.0f);
+ float titleWidth = (centerX * 1.85f) * scaleX;
+ float titleHeight = (centerY * 1.85f) * scaleY;
+
+ // Solo game indicator
+ m_textureTitle.Bind();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Solo game indicator
+ float fPosX = (centerX * 1.1f) * scaleX;
+ float fPosXWidth = (centerX * 1.75f) * scaleX;
+ float soloPosY = (centerY * 0.75f) * scaleY;
+ float soloHeight = (centerY * 0.9f) * scaleY;
+
+ glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
+ glEnd();
+
+ // Multiplayer game indicator
+ float multiPosY = (centerY * 0.5f) * scaleY;
+ float multiHeight = (centerY * 0.65f) * scaleY;
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
+ glEnd();
+
+ // TODO: Add SOLO / MULTIPLAYER text with font
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+
+ glEnable(GL_STENCIL_TEST);
+ glEnable(GL_DEPTH_TEST);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@@ -568,13 +798,12 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
int timer = GetCountdown(elapsedTime);
- // Appel de la fonction pour l'affichage de notifications
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
}
if (m_keyL) {
-
+
KillNotification(m_player, m_player);
m_keyL = false;
}
@@ -591,7 +820,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
DisplayCrosshair();
}
- // Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
@@ -605,31 +833,36 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPopMatrix();
}
-void Engine::PrintText(float x, float y, float scale, const std::string& t) {
+void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
+ auto [scaleX, scaleY] = GetScale();
+ float scale = std::min(scaleX, scaleY);
+
+ float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
+ float charSize = baseCharSize * charSizeMultiplier;
+
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
- top += .5f;
+ top += 0.5f;
glBegin(GL_QUADS);
- glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
- glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
- glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
- glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
+ glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
+ glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0);
+ glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
+ glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
glEnd();
- glTranslated(8 * scale, 0, 0);
+ glTranslated(0.5555f * charSize * scale, 0, 0);
}
}
-float Engine::GetScale() const {
- float widthRatio = Width() / BASE_WIDTH;
- float heightRatio = Height() / BASE_HEIGHT;
-
- return (widthRatio + heightRatio) / 2.0f;
+std::pair Engine::GetScale() const {
+ float widthRatio = static_cast(Width()) / BASE_WIDTH;
+ float heightRatio = static_cast(Height()) / BASE_HEIGHT;
+ return { widthRatio, heightRatio };
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
@@ -641,7 +874,7 @@ int Engine::GetCountdown(float elapsedTime) {
}
if (m_countdown < m_time)
Stop();
- if(!m_stopcountdown)
+ if (!m_stopcountdown)
m_time += elapsedTime;
return m_countdown - (int)m_time;
}
@@ -649,7 +882,10 @@ int Engine::GetCountdown(float elapsedTime) {
void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- if (m_gamestate == GameState::PLAY)
+ m_time_SplashScreen += elapsedTime;
+ if(m_time_SplashScreen < 2)
+ DrawSplachScreen();
+ else if (m_gamestate == GameState::PLAY)
{
HideCursor();
CenterMouse(); //D�placement de centermouse dans l'action de jouer
@@ -684,11 +920,11 @@ void Engine::Render(float elapsedTime) {
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
- m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
+ m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false,.8f);
leftright = !leftright;
break;
case Player::Sound::FALL:
- m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
+ m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f);
break;
default: break;
}
@@ -750,12 +986,13 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox);
- ProcessNotificationQueue();
DrawHud(elapsedTime, bloc);
+ DisplayPovGun();
+ ProcessNotificationQueue();
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
- m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
+ m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
@@ -831,7 +1068,7 @@ void Engine::KeyPressEvent(unsigned char key) {
case 17: // R - Ignorer
break;
case 19: // T - Ignorer
- break;
+ break;
case 24: // Y - Ignorer
break;
case 255: // Fn - Ignorer
diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h
index 57b4e2e..0ed8b39 100644
--- a/SQCSim2021/engine.h
+++ b/SQCSim2021/engine.h
@@ -25,6 +25,7 @@ public:
Engine();
virtual ~Engine();
virtual void DrawMenu();
+ virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
@@ -37,7 +38,7 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
- float GetScale() const;
+ std::pair GetScale() const;
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
@@ -49,11 +50,13 @@ private:
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair();
+ void DisplayPovGun();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
+ void DisplaySingleOrMultiplayerMenu();
void DrawHud(float elapsedTime, BlockType bloc);
- void PrintText(float x, float y, float scale, const std::string& t);
+ void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn;
Shader m_shader01;
@@ -63,10 +66,13 @@ private:
World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer();
- Texture m_textureSkybox;
- Texture m_textureFont;
Texture m_textureCrosshair;
+ Texture m_textureFont;
Texture m_textureGun;
+ Texture m_texturePovGun;
+ Texture m_textureSkybox;
+ Texture m_textureSoloMultiMenu;
+ Texture m_textureTitle;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
@@ -87,9 +93,13 @@ private:
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
+ Texture SplachScreenTexture;
float m_scale;
float m_time = 0;
+ float m_time_SplashScreen = 0;
+ float m_Width = 0;
+ float m_Height = 0;
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
@@ -102,6 +112,7 @@ private:
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_resetcountdown = false;
+ bool m_soloMultiChoiceMade = true;
bool m_stopcountdown = false;
bool m_keyK = false;
diff --git a/SQCSim2021/media/textures/BrouillonbackgroundMenu.png b/SQCSim2021/media/textures/BrouillonbackgroundMenu.png
new file mode 100644
index 0000000..ba8631c
Binary files /dev/null and b/SQCSim2021/media/textures/BrouillonbackgroundMenu.png differ
diff --git a/SQCSim2021/media/textures/sc2.png b/SQCSim2021/media/textures/sc2.png
new file mode 100644
index 0000000..daff7ea
Binary files /dev/null and b/SQCSim2021/media/textures/sc2.png differ
diff --git a/SQCSim2021/media/textures/single_multi.png b/SQCSim2021/media/textures/single_multi.png
new file mode 100644
index 0000000..ef0d7b1
Binary files /dev/null and b/SQCSim2021/media/textures/single_multi.png differ
diff --git a/SQCSim2021/media/textures/skybox2.png b/SQCSim2021/media/textures/skybox2.png
new file mode 100644
index 0000000..4cefbc0
Binary files /dev/null and b/SQCSim2021/media/textures/skybox2.png differ
diff --git a/SQCSim2021/media/textures/title.png b/SQCSim2021/media/textures/title.png
new file mode 100644
index 0000000..4a58469
Binary files /dev/null and b/SQCSim2021/media/textures/title.png differ
diff --git a/SQCSim2021/openglcontext.cpp b/SQCSim2021/openglcontext.cpp
index 3820003..7a61b07 100644
--- a/SQCSim2021/openglcontext.cpp
+++ b/SQCSim2021/openglcontext.cpp
@@ -9,6 +9,7 @@ OpenglContext::~OpenglContext()
{
}
+
bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen)
{
m_title = title;
@@ -22,13 +23,14 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
while (m_app.isOpen())
{
- clock.restart();
- sf::Event Event;
- while (m_app.pollEvent(Event))
- {
- switch(Event.type)
+ clock.restart();
+
+ sf::Event Event;
+ while (m_app.pollEvent(Event))
{
+ switch (Event.type)
+ {
case sf::Event::Closed:
m_app.close();
break;
@@ -51,29 +53,29 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
MouseReleaseEvent(ConvertMouseButton(Event.mouseButton.button), Event.mouseButton.x, Event.mouseButton.y);
break;
case sf::Event::MouseWheelMoved:
- if(Event.mouseWheel.delta > 0)
+ if (Event.mouseWheel.delta > 0)
MousePressEvent(MOUSE_BUTTON_WHEEL_UP, Event.mouseButton.x, Event.mouseButton.y);
else
MousePressEvent(MOUSE_BUTTON_WHEEL_DOWN, Event.mouseButton.x, Event.mouseButton.y);
break;
default: break;
+ }
}
- }
- m_app.setActive();
- Render(m_lastFrameTime);
- m_app.display();
-
- m_lastFrameTime = clock.getElapsedTime().asSeconds();
-
- // Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
- float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
- if(waitTime > 0)
- {
- sf::sleep(sf::seconds(waitTime));
+ m_app.setActive();
+ Render(m_lastFrameTime);
+ m_app.display();
m_lastFrameTime = clock.getElapsedTime().asSeconds();
- }
+
+ // Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
+ float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
+ if (waitTime > 0)
+ {
+ sf::sleep(sf::seconds(waitTime));
+
+ m_lastFrameTime = clock.getElapsedTime().asSeconds();
+ }
}
UnloadResource();
diff --git a/SQCSim2021/openglcontext.h b/SQCSim2021/openglcontext.h
index b82c683..3825b26 100644
--- a/SQCSim2021/openglcontext.h
+++ b/SQCSim2021/openglcontext.h
@@ -4,6 +4,7 @@
#include
#include
#include "define.h"
+#include "texture.h"
// Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php
class OpenglContext
@@ -31,7 +32,6 @@ public:
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
-
bool Start(const std::string& title, int width, int height, bool fullscreen);
bool Stop();
diff --git a/SQCSim2021/skybox.cpp b/SQCSim2021/skybox.cpp
index a024ae7..538e51f 100644
--- a/SQCSim2021/skybox.cpp
+++ b/SQCSim2021/skybox.cpp
@@ -8,30 +8,30 @@ void Skybox::Init(float size){
int count = 0;
VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24];
- vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
- vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
+ vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
+ vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
+ vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
+ vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
+
+ vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
+ vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
+ vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
+ vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
+
+ vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
+ vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
+ vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
+ vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
+
+ vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
+ vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
+ vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
+ vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
+
+ vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
- vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
-
- vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
- vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
- vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
-
- vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
- vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
- vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
- vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
-
- vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
- vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
- vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
- vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
-
- vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .25f, 1.f);
- vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .5f, 1.f);
- vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .5f, .75f);
- vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .25f, .75f);
+ vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f);