Merge branch 'master' into SQC-35_nouvelles_structures
This commit is contained in:
commit
e330f5dd67
@ -1,6 +1,6 @@
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#include "booster.h";
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#include "booster.h";
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void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran)
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void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
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{
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{
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//
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//
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//Vector3f playerToQuad = m_player.GetPosition() - m_position;
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//Vector3f playerToQuad = m_player.GetPosition() - m_position;
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@ -31,7 +31,7 @@ void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Te
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//glDisable(GL_DEPTH_TEST);
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//glDisable(GL_DEPTH_TEST);
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shader.Use();
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shader.Use();
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textureAtlas.Bind();
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textureAtlas.Bind();
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textureAtlas.TextureIndexToCoord(idx, u, v, w, h);
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textureAtlas.TextureIndexToCoord(8, u, v, w, h);
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//glLoadIdentity();
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//glLoadIdentity();
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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@ -9,6 +9,6 @@
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class Booster {
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class Booster {
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public:
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public:
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void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran);
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void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran);
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};
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};
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#endif
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#endif
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@ -1091,6 +1091,7 @@ void Engine::Render(float elapsedTime) {
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static irrklang::ISound* step; // Pour les sons de pas.
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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static float pollTime = 0;
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static float bulletTime = 0;
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static float bulletTime = 0;
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static float gameTime = 0;
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static BlockType bloc = 1;
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static BlockType bloc = 1;
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if (elapsedTime > 0.1f) return;
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if (elapsedTime > 0.1f) return;
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@ -1196,24 +1197,25 @@ void Engine::Render(float elapsedTime) {
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}
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}
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}
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}
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gameTime += elapsedTime * 10;
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m_remotePlayer.ApplyPhysics(Vector3f(0,0,0), &m_world, elapsedTime);
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Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
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//m_remotePlayer.ApplyTransformation(remotePlayer, false);
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dance.Normalize();
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m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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m_booster.RenderBillboard({ 120,20,120 }, m_textureAtlas, texBoostHeal, m_shader01, all);
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m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
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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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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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//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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if (m_isSkybox) m_skybox.Render(skybox);
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if (m_isSkybox) m_skybox.Render(skybox);
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DrawHud(elapsedTime, bloc);
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DrawHud(elapsedTime, bloc);
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DisplayPovGun();
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DisplayPovGun();
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ProcessNotificationQueue();
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ProcessNotificationQueue();
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