diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index 9218ab4..d1a991f 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -68,49 +68,67 @@ void Engine::Render(float elapsedTime) m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, elapsedTime); m_player.ApplyTransformation(all); - m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet bouge relativement au joueur). + 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!). - // Skybox - Pas de normals pour avoir un éclairage flat. + // Skybox - Pas de normals pour avoir un éclairage flat? skybox.Use(); m_textureSkybox.Bind(); - glDisable(GL_DEPTH_TEST); + glDisable(GL_DEPTH_TEST); // Pour que tout ce qui est dessiné après soit dessiné par-dessus la skybox. glBegin(GL_QUADS); glTexCoord2f(0, 1); - glVertex3f(10.f, 10.f, 10.f); + glVertex3f(5.f, 5.f, 5.f); glTexCoord2f(1, 1); - glVertex3f(-10.f, 10.f, 10.f); + glVertex3f(-5.f, 5.f, 5.f); glTexCoord2f(1, 0); - glVertex3f(-10.f, -1.f, 10.f); + glVertex3f(-5.f, -5.f, 5.f); glTexCoord2f(0, 0); - glVertex3f(10.f, -1.f, 10.f); + glVertex3f(5.f, -5.f, 5.f); glTexCoord2f(1, 0); - glVertex3f(10.f, -1.f, -10.f); + glVertex3f(5.f, -5.f, -5.f); glTexCoord2f(0, 0); - glVertex3f(-10.f, -1.f, -10.f); + glVertex3f(-5.f, -5.f, -5.f); glTexCoord2f(0, 1); - glVertex3f(-10.f, 10.f, -10.f); + glVertex3f(-5.f, 5.f, -5.f); glTexCoord2f(1, 1); - glVertex3f(10.f, 10.f, -10.f); + glVertex3f(5.f, 5.f, -5.f); glTexCoord2f(0, 1); - glVertex3f(-10.f, 10.f, 10.f); + glVertex3f(-5.f, 5.f, 5.f); glTexCoord2f(1, 1); - glVertex3f(-10.f, 10.f, -10.f); + glVertex3f(-5.f, 5.f, -5.f); glTexCoord2f(1, 0); - glVertex3f(-10.f, -1.f, -10.f); + glVertex3f(-5.f, -5.f, -5.f); glTexCoord2f(0, 0); - glVertex3f(-10.f, -1.f, 10.f); + glVertex3f(-5.f, -5.f, 5.f); glTexCoord2f(0, 1); - glVertex3f(10.f, 10.f, -10.f); + glVertex3f(5.f, 5.f, -5.f); glTexCoord2f(1, 1); - glVertex3f(10.f, 10.f, 10.f); + glVertex3f(5.f, 5.f, 5.f); glTexCoord2f(1, 0); - glVertex3f(10.f, -1.f, 10.f); + glVertex3f(5.f, -5.f, 5.f); glTexCoord2f(0, 0); - glVertex3f(10.f, -1.f, -10.f); + glVertex3f(5.f, -5.f, -5.f); + + //glTexCoord2f(0, 0); // Pas besoin de cette face pour cette version de la skybox. + //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(1, 0); + //glVertex3f(5.f, 5.f, -5.f); + + //glTexCoord2f(0, 0); // Pas besoin de cette face pour cette version de la skybox. + //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(1, 0); + //glVertex3f(5.f, -5.f, -5.f); glEnd(); glEnable(GL_DEPTH_TEST); @@ -140,65 +158,65 @@ void Engine::Render(float elapsedTime) all.Use(); m_textureCube.Bind(); glBegin(GL_QUADS); - - glNormal3f(0, 0, -1); - glTexCoord2f(1, 0); - glVertex3f(-0.5f, -0.5f, -0.5f); - glTexCoord2f(0, 0); - glVertex3f(0.5f, -0.5f, -0.5f); - glTexCoord2f(0, 1); - glVertex3f(0.5f, 0.5f, -0.5f); - glTexCoord2f(1, 1); - glVertex3f(-0.5f, 0.5f, -0.5f); glNormal3f(0, 0, 1); - glTexCoord2f(0, 0); - glVertex3f(-0.5f, -0.5f, 0.5f); - glTexCoord2f(1, 0); - glVertex3f(0.5f, -0.5f, 0.5f); - glTexCoord2f(1, 1); - glVertex3f(0.5f, 0.5f, 0.5f); glTexCoord2f(0, 1); + glVertex3f(0.5f, 0.5f, 0.5f); + glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f); + glTexCoord2f(1, 0); + glVertex3f(-0.5f, -0.5f, 0.5f); + glTexCoord2f(0, 0); + glVertex3f(0.5f, -0.5f, 0.5f); - glNormal3f(-1, 0, 0); + glNormal3f(0, 0, -1); + glTexCoord2f(1, 0); + glVertex3f(0.5f, -0.5f, -0.5f); glTexCoord2f(0, 0); glVertex3f(-0.5f, -0.5f, -0.5f); glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, -0.5f); glTexCoord2f(1, 1); + glVertex3f(0.5f, 0.5f, -0.5f); + + glNormal3f(-1, 0, 0); + glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f); + glTexCoord2f(1, 1); + glVertex3f(-0.5f, 0.5f, -0.5f); glTexCoord2f(1, 0); + glVertex3f(-0.5f, -0.5f, -0.5f); + glTexCoord2f(0, 0); glVertex3f(-0.5f, -0.5f, 0.5f); glNormal3f(1, 0, 0); - glTexCoord2f(1, 0); - glVertex3f(0.5f, -0.5f, -0.5f); - glTexCoord2f(1, 1); - glVertex3f(0.5f, 0.5f, -0.5f); glTexCoord2f(0, 1); + glVertex3f(0.5f, 0.5f, -0.5f); + glTexCoord2f(1, 1); glVertex3f(0.5f, 0.5f, 0.5f); - glTexCoord2f(0, 0); + glTexCoord2f(1, 0); glVertex3f(0.5f, -0.5f, 0.5f); + glTexCoord2f(0, 0); + glVertex3f(0.5f, -0.5f, -0.5f); glNormal3f(0, 1, 0); - glTexCoord2f(0, 0); + glTexCoord2f(0, 0); glVertex3f(-0.5f, 0.5f, -0.5f); - glTexCoord2f(1, 0); + glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f(0.5f, 0.5f, 0.5f); - glTexCoord2f(0, 1); + glTexCoord2f(1, 0); glVertex3f(0.5f, 0.5f, -0.5f); glNormal3f(0, -1, 0); - glTexCoord2f(0, 0); + glTexCoord2f(0, 0); glVertex3f(-0.5f, -0.5f, -0.5f); - glTexCoord2f(1, 0); + glTexCoord2f(0, 1); glVertex3f(-0.5f, -0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f(0.5f, -0.5f, 0.5f); - glTexCoord2f(0, 1); + glTexCoord2f(1, 0); glVertex3f(0.5f, -0.5f, -0.5f); glEnd(); diff --git a/SQCSim2021/media/textures/blue - Copy.png b/SQCSim2021/media/textures/blue - Copy.png new file mode 100644 index 0000000..32894b3 Binary files /dev/null and b/SQCSim2021/media/textures/blue - Copy.png differ diff --git a/SQCSim2021/media/textures/blue.png b/SQCSim2021/media/textures/blue.png new file mode 100644 index 0000000..d5296a1 Binary files /dev/null and b/SQCSim2021/media/textures/blue.png differ