diff --git a/SQCSim2021/audio.cpp b/SQCSim2021/audio.cpp index afde709..b6a066b 100644 --- a/SQCSim2021/audio.cpp +++ b/SQCSim2021/audio.cpp @@ -14,7 +14,7 @@ Audio::Audio(const char * music) { m_engine->setRolloffFactor(1); m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMaxDistance(1000); - m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING); + m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING); } Audio::~Audio() { @@ -40,9 +40,9 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v sound->setVolume(volume); } -void Audio::PlaySong(const char* music) { - m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING); -} +//void Audio::PlaySong(const char* music) { +// m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING); +//} void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); } diff --git a/SQCSim2021/audio.h b/SQCSim2021/audio.h index 923b7d9..9e8e3be 100644 --- a/SQCSim2021/audio.h +++ b/SQCSim2021/audio.h @@ -22,7 +22,7 @@ public: void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume); - void PlaySong(const char* music); + //void PlaySong(const char* music); void ToggleMusicState(); diff --git a/SQCSim2021/define.h b/SQCSim2021/define.h index 6fc950f..68e94b1 100644 --- a/SQCSim2021/define.h +++ b/SQCSim2021/define.h @@ -33,6 +33,9 @@ #define VIEW_DISTANCE 256 #define TEXTURE_SIZE 128 #define MAX_BULLETS 64 + +#define BASE_WIDTH 640 +#define BASE_HEIGHT 480 #endif #ifdef NDEBUG diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index e4fa8e7..1177fd3 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -4,9 +4,9 @@ #include "transformation.h" #include "player.h" -Engine::Engine() { } +Engine::Engine() {} -Engine::~Engine() { +Engine::~Engine() { m_world.CleanUpWorld(m_renderCount, true); for (int x = 0; x < WORLD_SIZE_X; ++x) for (int y = 0; y < WORLD_SIZE_Y; ++y) @@ -21,24 +21,25 @@ void Engine::Init() { abort(); } - glDisable(GL_FRAMEBUFFER_SRGB); - glClearColor(0.f, 0.f, 0.f, 1.f); + //glDisable(GL_FRAMEBUFFER_SRGB); + //glEnable(GL_DEPTH_TEST); + //glEnable(GL_STENCIL_TEST); + //glEnable(GL_POINT_SMOOTH); + //glEnable(GL_BLEND); + glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); glLoadIdentity(); + gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); - glEnable(GL_DEPTH_TEST); - glEnable(GL_STENCIL_TEST); - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); - - glEnable(GL_POINT_SMOOTH); - glEnable(GL_CULL_FACE); - - glEnable(GL_BLEND); - glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); - glBlendEquation(GL_FUNC_SUBTRACT); + //glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + //glDisable(GL_BLEND); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendEquation(GL_FUNC_SUBTRACT); + // // Objet de skybox avec sa propre texture et son propre shader! m_skybox.Init(0.2f); @@ -57,12 +58,14 @@ void Engine::Init() { HideCursor(); } -void Engine::DeInit() { } +void Engine::DeInit() {} void Engine::LoadResource() { - LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png"); - LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp"); - LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp"); + 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", false); + TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); @@ -97,91 +100,200 @@ void Engine::LoadResource() { void Engine::UnloadResource() {} -void Engine::DrawHud(float elapsedTime, BlockType bloc) { - // Setter le blend function , tout ce qui sera noir sera transparent - glDisable(GL_STENCIL_TEST); - glColor4f(1.f, 1.f, 1.f, 1.f); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - glBlendEquation(GL_FUNC_ADD); - glDisable(GL_DEPTH_TEST); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0, Width(), 0, Height(), -1, 1); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - // Bind de la texture pour le font - m_textureFont.Bind(); - std::ostringstream ss; - ss << " Fps : " << GetFps(elapsedTime); - PrintText(10, Height() - 25, ss.str()); - ss.str(""); - ss << " Rendered Chunks : " << m_renderCount; - PrintText(10, Height() - 35, ss.str()); - ss.str(""); - ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); - PrintText(10, Height() - 45, ss.str()); - ss.str(""); - ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position - PrintText(10, 10, ss.str()); - ss.str(""); - ss << " Direction : " << m_player.GetDirection(); - PrintText(10, 20, ss.str()); - ss.str(""); - ss << " Position : " << m_player.GetPosition(); - PrintText(10, 30, ss.str()); - ss.str(""); - ss << " Block : "; - if (bloc == BTYPE_LAST) - ss << "Weapon."; - else ss << (int)bloc; - PrintText(10, 40, ss.str()); +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::DisplayCurrentItem() { +} + +void Engine::DisplayHud() { + glBindTexture(GL_TEXTURE_2D, 0); + glLoadIdentity(); + glDisable(GL_BLEND); + + // 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; + + // Arrière-plan (Barre HP) + 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 + glEnd(); + + //TODO: Associer avec méchanique de vie du joueur + + // Barre 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 + glEnd(); + + // Barre équip + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); + 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); + glEnd(); + + glDisable(GL_BLEND); + + // 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()); +} + +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; + + ss << " Fps : " << GetFps(elapsedTime); + PrintText(x, Height() - (Height() / 19.2), scale, ss.str()); + ss.str(""); + ss << " Rendered Chunks : " << m_renderCount; + PrintText(x, Height() - (Height() / 13.7), scale, ss.str()); + ss.str(""); + ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); + PrintText(x, Height() - (Height() / 10.7), scale, 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()); + ss.str(""); + ss << " Direction : " << m_player.GetDirection(); + PrintText(x, Height() / 24, scale, ss.str()); + ss.str(""); + ss << " Position : " << m_player.GetPosition(); + PrintText(x, Height() / 16, scale, ss.str()); + ss.str(""); + ss << " Block : "; + + if (bloc == BTYPE_LAST) + ss << "Weapon."; + else ss << (int)bloc; + + PrintText(x, Height() / 12, scale, ss.str()); +} + +void Engine::DrawHud(float elapsedTime, BlockType bloc) { + // 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); + glBlendEquation(GL_FUNC_ADD); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + + glLoadIdentity(); + glOrtho(0, Width(), 0, Height(), -1, 1); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + + + if (m_displayInfo) { + DisplayInfo(elapsedTime, bloc); + } + + if (m_displayHud) { + DisplayHud(); + } + + if (m_displayCrosshair) { + DisplayCrosshair(); + } + + // Reset du blend function glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendEquation(GL_FUNC_SUBTRACT); - glEnable(GL_DEPTH_TEST); + glEnable(GL_STENCIL_TEST); + glEnable(GL_DEPTH_TEST); + glMatrixMode(GL_PROJECTION); glPopMatrix(); + glMatrixMode(GL_MODELVIEW); glPopMatrix(); } -void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) { +void Engine::PrintText(float x, float y, float scale, const std::string& t) { 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; + glBegin(GL_QUADS); - glTexCoord2f(left, 1.f - top - .0625f); - glVertex2f(0, 0); - glTexCoord2f(left + .0625f, 1.f - top - .0625f); - glVertex2f(12, 0); - glTexCoord2f(left + .0625f, 1.f - top); - glVertex2f(12, 12); - glTexCoord2f(left, 1.f - top); - glVertex2f(0, 12); + 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); glEnd(); - glTranslated(8, 0, 0); + + glTranslated(8 * scale, 0, 0); } } +float Engine::GetScale() const { + float widthRatio = Width() / BASE_WIDTH; + float heightRatio = Height() / BASE_HEIGHT; + + return (widthRatio + heightRatio) / 2.0f; +} + int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } void Engine::Render(float elapsedTime) { @@ -207,17 +319,17 @@ void Engine::Render(float elapsedTime) { if (bulletTime < 0.f) bulletTime = 0.f; if (pollTime >= .005f) { - m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, &m_audio); - m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et - // son vecteur de vélocité (pour l'effet Doppler) - pollTime = 0; + m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, &m_audio); + m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et + // son vecteur de vélocité (pour l'effet Doppler) + pollTime = 0; } m_player.ApplyTransformation(all); m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation - // (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!). - + // (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!). + if (m_mouseWU) bloc++; else if (m_mouseWD) bloc--; if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; @@ -238,7 +350,7 @@ void Engine::Render(float elapsedTime) { m_bullets[0] = new Bullet(m_player); } bulletTime = .1f; - m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f); + m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f); if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash. glClearColor(.8f, .8f, .8f, 1.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); @@ -260,13 +372,9 @@ void Engine::Render(float elapsedTime) { m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo); if (m_isSkybox) m_skybox.Render(skybox); - - if (m_wireframe) - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - DrawHud(elapsedTime, bloc); - if (m_wireframe) - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + DrawHud(elapsedTime, bloc); + 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); @@ -280,54 +388,54 @@ void Engine::Render(float elapsedTime) { void Engine::KeyPressEvent(unsigned char key) { switch (key) { - case 36: // ESC - Stop(); - break; - case 94: // F10 - SetFullscreen(!IsFullscreen()); - break; - case 22: // W - if (!m_keyW) { - // std::cout << "W " << std::endl; - m_keyW = true; - } - break; - case 0: // A + case 0: // A - Gauche if (!m_keyA) { - //std::cout << "A " << std::endl; m_keyA = true; } break; - case 18: // S - if (!m_keyS) { - //std::cout << "S " << std::endl; - m_keyS = true; - } - break; - case 3: // D + case 3: // D - Droite if (!m_keyD) { - //std::cout << "D " << std::endl; m_keyD = true; } break; - case 38: // Left Shift - if (!m_keylshift) { - //std::cout << "Dash!" << std::endl; - m_keylshift = true; + case 18: // S - Reculer + if (!m_keyS) { + m_keyS = true; } break; - case 57: // Space + case 22: // W - Avancer + if (!m_keyW) { + m_keyW = true; + } + break; + case 36: // ESC - Quitter + Stop(); + break; + case 57: // Space - Sauter if (!m_keySpace) { - //std::cout << "Jump! " << std::endl; m_keySpace = true; } break; + case 94: // F10 - Plein écran + IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); + //SetFullscreen(!IsFullscreen()); + break; + case 2: // C - Ignorer + break; case 5: // F - Ignorer - case 24: // Y - Ignorer - case 255: // Fn - Ignorer + break; case 12: // M - Ignorer + break; + case 7: // H - Ignorer + break; + case 8: // I - Ignorer + break; case 17: // R - Ignorer break; + case 24: // Y - Ignorer + break; + case 255: // Fn - Ignorer + break; default: std::cout << "Unhandled key: " << (int)key << std::endl; } @@ -335,44 +443,47 @@ void Engine::KeyPressEvent(unsigned char key) { void Engine::KeyReleaseEvent(unsigned char key) { switch (key) { - case 5: + case 0: // A - Stop gauche + m_keyA = false; + break; + case 2: // C - Toggle crosshair + m_displayCrosshair = !m_displayCrosshair; + std::cout << "DISPLAY CROSSHAIR " << (m_displayCrosshair ? "enabled" : "disabled") << std::endl; + break; + case 3: // D - Stop droite + m_keyD = false; + break; + case 5: // F - Toggle flash m_flash = !m_flash; break; - case 12: + case 7: // H - Toggle HUD + m_displayHud = !m_displayHud; + std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl; + break; + case 8: // I - Toggle render data + m_displayInfo = !m_displayInfo; + std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl; + break; + case 12: // M - Toggle music m_audio.ToggleMusicState(); break; - case 17: + case 17: // R - Toggle skybox m_isSkybox = !m_isSkybox; break; - case 24: // Y + case 18: // S - Stop reculer + m_keyS = false; + break; + case 22: // W - Stop avancer + m_keyW = false; + break; + case 24: // Y - Wireframe m_wireframe = !m_wireframe; if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break; - case 22: // W - //std::cout << "rW " << std::endl; - m_keyW = false; - break; - case 0: // A - //std::cout << "rA " << std::endl; - m_keyA = false; - break; - case 18: // S - //std::cout << "rS " << std::endl; - m_keyS = false; - break; - case 3: // D - //std::cout << "rD " << std::endl; - m_keyD = false; - break; - case 38: // Left Shift - //std::cout << "rLS " << std::endl; - m_keylshift = false; - break; - case 57: // Espace - //std::cout << "rSpace " << std::endl; + case 57: // Espace - Stop sauter m_keySpace = false; break; } @@ -437,10 +548,9 @@ void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { } } -bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) { - texture.Load(filename); - if (!texture.IsValid()) - { +bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) { + texture.Load(filename, useMipmaps); + if (!texture.IsValid()) { std::cerr << "Unable to load texture (" << filename << ")" << std::endl; if (stopOnError) Stop(); diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index 1540c79..e96a931 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -1,5 +1,6 @@ #ifndef ENGINE_H__ #define ENGINE_H__ + #include "define.h" #include "openglcontext.h" #include "texture.h" @@ -31,15 +32,18 @@ public: virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); private: - bool LoadTexture(Texture& texture, const std::string& filename, bool stopOnError = true); - void DrawHud(float elapsedTime, BlockType bloc); - void PrintText(unsigned int x, unsigned int y, const std::string& t); + float GetScale() const; + int GetFps(float elapsedTime) const; - bool m_wireframe = false; - bool m_isSkybox = true; + bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true); - int m_renderCount = 0; + void DisplayCrosshair(); + void DisplayCurrentItem(); + void DisplayHud(); + void DisplayInfo(float elapsedTime, BlockType bloc); + void DrawHud(float elapsedTime, BlockType bloc); + void PrintText(float x, float y, float scale, const std::string& t); Shader m_shader01; BlockInfo* m_blockinfo[BTYPE_LAST]; @@ -50,9 +54,10 @@ private: Texture m_textureSkybox; Texture m_textureFont; Texture m_textureCrosshair; - + Texture m_textureGun; + Skybox m_skybox; - Audio m_audio = Audio(AUDIO_PATH "music01.wav"); + Audio m_audio = Audio(AUDIO_PATH "start.wav"); irrklang::ISound* m_powpow; irrklang::ISound* m_scream; @@ -61,21 +66,28 @@ private: Bullet* m_bullets[MAX_BULLETS]; + float m_scale; + + int m_renderCount = 0; + + bool m_wireframe = false; + bool m_isSkybox = true; + bool m_block = false; + bool m_flash = true; + bool m_displayCrosshair = true; + bool m_displayHud = true; + bool m_displayInfo = false; + bool m_keyW = false; bool m_keyA = false; bool m_keyS = false; bool m_keyD = false; - bool m_keylshift = false; bool m_keySpace = false; bool m_mouseL = false; bool m_mouseR = false; bool m_mouseC = false; bool m_mouseWU = false; bool m_mouseWD = false; - - bool m_block = false; - bool m_flash = true; }; - #endif // ENGINE_H__ diff --git a/SQCSim2021/main.cpp b/SQCSim2021/main.cpp index c9dc3d3..9fea7c8 100644 --- a/SQCSim2021/main.cpp +++ b/SQCSim2021/main.cpp @@ -5,5 +5,5 @@ int main() { Engine engine; engine.SetMaxFps(60); - engine.Start("Syndicat Quebecois de la Construction Simulator 2023", 640, 480, false); + engine.Start("Syndicat Quebecois de la Construction Simulator 2023", BASE_WIDTH, BASE_HEIGHT, false); } diff --git a/SQCSim2021/media/audio/notify.wav b/SQCSim2021/media/audio/notify.wav new file mode 100644 index 0000000..9e981a9 Binary files /dev/null and b/SQCSim2021/media/audio/notify.wav differ diff --git a/SQCSim2021/media/audio/start.wav b/SQCSim2021/media/audio/start.wav new file mode 100644 index 0000000..7a42a2b Binary files /dev/null and b/SQCSim2021/media/audio/start.wav differ diff --git a/SQCSim2021/media/audio/windowsaccount.wav b/SQCSim2021/media/audio/windowsaccount.wav new file mode 100644 index 0000000..8fb80b4 Binary files /dev/null and b/SQCSim2021/media/audio/windowsaccount.wav differ diff --git a/SQCSim2021/media/textures/gun01.png b/SQCSim2021/media/textures/gun01.png new file mode 100644 index 0000000..b6c3f72 Binary files /dev/null and b/SQCSim2021/media/textures/gun01.png differ diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp index f0e00c2..f5313c7 100644 --- a/SQCSim2021/player.cpp +++ b/SQCSim2021/player.cpp @@ -4,6 +4,8 @@ Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { m_velocity = Vector3f(0, 0, 0); m_airborne = true; + m_hp = 0.75f; //TODO: Remettre à 1.0f + m_username = "Zelda Bee-Bop"; } void Player::TurnLeftRight(float value) { @@ -197,6 +199,10 @@ Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPos Vector3f Player::GetDirection() const { return m_direction; } +std::string Player::GetUsername() const { return m_username; } + +float Player::GetHP() const { return m_hp; } + void Player::Teleport(int& x, int& z) { m_position.x -= x * CHUNK_SIZE_X; m_position.z -= z * CHUNK_SIZE_Z; diff --git a/SQCSim2021/player.h b/SQCSim2021/player.h index 9ffd0b8..3466d1a 100644 --- a/SQCSim2021/player.h +++ b/SQCSim2021/player.h @@ -20,6 +20,8 @@ public: Vector3f GetDirection() const; Vector3f GetVelocity() const; Vector3f GetPOV() const; + std::string GetUsername() const; + float GetHP() const; void Teleport(int& x, int& z); private: @@ -27,10 +29,14 @@ private: Vector3f m_velocity; Vector3f m_direction; + std::string m_username; + float m_rotX = 0; float m_rotY = 0; float m_POV; + float m_hp; + bool m_airborne; }; #endif //_PLAYER_H__ diff --git a/SQCSim2021/texture.cpp b/SQCSim2021/texture.cpp index f7d98b5..cea4a2a 100644 --- a/SQCSim2021/texture.cpp +++ b/SQCSim2021/texture.cpp @@ -13,8 +13,7 @@ Texture::~Texture() glDeleteTextures(1, &m_textureId); } - -bool Texture::Load(const std::string& filename) +bool Texture::Load(const std::string& filename, bool useMipMaps) { // Initialize Devil only once: static bool alreadyInitialized = false; @@ -42,8 +41,14 @@ bool Texture::Load(const std::string& filename) glGenTextures(1, &m_textureId); glBindTexture(GL_TEXTURE_2D, m_textureId); - gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if (useMipMaps) { + gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + } + else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ilDeleteImages(1, &texid); diff --git a/SQCSim2021/texture.h b/SQCSim2021/texture.h index 6e88180..1a37395 100644 --- a/SQCSim2021/texture.h +++ b/SQCSim2021/texture.h @@ -11,7 +11,7 @@ public: Texture(const std::string& filename = ""); ~Texture(); - bool Load(const std::string& filename); + bool Load(const std::string& filename, bool useMipMaps = true); bool IsValid() const; void Bind() const;