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/engine.cpp b/SQCSim2021/engine.cpp index e4fa8e7..e9b9853 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) @@ -21,22 +21,22 @@ 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_CULL_FACE); + //glEnable(GL_BLEND); 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); + //glClearColor(0.f, 0.f, 0.f, 1.f); + gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); + //glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + //glShadeModel(GL_SMOOTH); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_SUBTRACT); // Objet de skybox avec sa propre texture et son propre shader! @@ -57,7 +57,7 @@ void Engine::Init() { HideCursor(); } -void Engine::DeInit() { } +void Engine::DeInit() {} void Engine::LoadResource() { LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png"); @@ -97,47 +97,49 @@ void Engine::LoadResource() { void Engine::UnloadResource() {} -void Engine::DrawHud(float elapsedTime, BlockType bloc) { - // Setter le blend function , tout ce qui sera noir sera transparent +void Engine::DrawHud() { + glDisable(GL_BLEND); 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); + glDisable(GL_CULL_FACE); + glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); + glLoadIdentity(); - // 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()); - m_textureCrosshair.Bind(); + float fBarWidth = Width() / 6; + float fBarHeight = Height() / 25; + float fPosX = Width() / 25; + float fPosY = Height() - (Height() - (fPosX + fBarHeight)); + + float playerHp = m_player.GetHP(); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glBlendEquation(GL_FUNC_ADD); + glColor3f(1.0f, 1.0f, 1.0f); + glBegin(GL_QUADS); + glVertex2f(fPosX, fPosY); + glVertex2f(fPosX + fBarWidth, fPosY); + glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); + glVertex2f(fPosX, fPosY - fBarHeight); + glEnd(); + + glColor3f(0.0f, 1.0f, 0.0f); + glBegin(GL_QUADS); + glVertex2f(fPosX, fPosY); + glVertex2f(fPosX + fBarWidth * playerHp, fPosY); + glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); + glVertex2f(fPosX, fPosY - fBarHeight); + glEnd(); + + + glEnable(GL_BLEND); + glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + /*m_textureCrosshair.Bind(); static const int crossSize = 32; glLoadIdentity(); glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0); @@ -150,18 +152,82 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) { glVertex2i(crossSize, crossSize); glTexCoord2f(0, 1); glVertex2i(0, crossSize); - glEnd(); + glEnd();*/ + + glEnable(GL_CULL_FACE); + m_textureFont.Bind(); + std::ostringstream ss; + ss << m_player.GetUsername(); + float scale = 1.5f; + PrintText(fPosX, fPosY + fBarHeight, scale, ss.str()); + glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendEquation(GL_FUNC_SUBTRACT); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); +} + +void Engine::DrawData(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(); + + // Bind de la texture pour le font + glColor4f(1.f, 1.f, 1.f, 1.f); + m_textureFont.Bind(); + std::ostringstream ss; + float scale = 1.0f; + ss << " Fps : " << GetFps(elapsedTime); + PrintText(10, Height() - 25, scale, ss.str()); + ss.str(""); + ss << " Rendered Chunks : " << m_renderCount; + PrintText(10, Height() - 35, scale, ss.str()); + ss.str(""); + ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); + PrintText(10, Height() - 45, scale, ss.str()); + ss.str(""); + ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position + PrintText(10, 10, scale, ss.str()); + ss.str(""); + ss << " Direction : " << m_player.GetDirection(); + PrintText(10, 20, scale, ss.str()); + ss.str(""); + ss << " Position : " << m_player.GetPosition(); + PrintText(10, 30, scale, ss.str()); + ss.str(""); + ss << " Block : "; + if (bloc == BTYPE_LAST) + ss << "Weapon."; + else ss << (int)bloc; + PrintText(Width() / 25, 40, scale, ss.str()); + + glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); + glBlendEquation(GL_FUNC_SUBTRACT); + + glEnable(GL_DEPTH_TEST); + glEnable(GL_STENCIL_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(unsigned int x, unsigned int y, float scale, const std::string& t) { glLoadIdentity(); glTranslated(x, y, 0); for (unsigned int i = 0; i < t.length(); ++i) { @@ -169,15 +235,16 @@ void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) { 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, 0); + glTexCoord2f(left + .0625f, 1.f - top); + glVertex2f(12, 12); + glTexCoord2f(left, 1.f - top); + glVertex2f(0, 12); glEnd(); + glTranslated(8, 0, 0); } } @@ -207,17 +274,17 @@ 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 +305,7 @@ 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); @@ -260,10 +327,16 @@ 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_displayHud) + DrawHud(); + + if (m_displayData) + DrawData(elapsedTime, bloc); + if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); @@ -280,54 +353,51 @@ 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 + SetFullscreen(!IsFullscreen()); + 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 +405,43 @@ 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 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_displayData = !m_displayData; + std::cout << "DISPLAY DATA " << (m_displayData ? "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; } @@ -439,8 +508,7 @@ 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()) - { + 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..e6133b8 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -29,11 +29,13 @@ public: virtual void MouseMoveEvent(int x, int y); virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); + const char* GetGLErrorString(GLenum error); 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); + void DrawHud(); + void DrawData(float elapsedTime, BlockType bloc); + void PrintText(unsigned int x, unsigned int y, float scale, const std::string& t); int GetFps(float elapsedTime) const; bool m_wireframe = false; @@ -52,7 +54,7 @@ private: Texture m_textureCrosshair; 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; @@ -65,7 +67,6 @@ private: 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; @@ -75,6 +76,8 @@ private: bool m_block = false; bool m_flash = true; + bool m_displayData = false; + bool m_displayHud = true; }; 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/player.cpp b/SQCSim2021/player.cpp index 11fba10..df4a8c8 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; + m_username = "John Doe"; } void Player::TurnLeftRight(float value) { @@ -183,6 +185,10 @@ 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__