SQC-15_online #1
@ -5,8 +5,6 @@
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#include <thread>
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#include <queue>
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// Define a structure to represent notifications
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struct Notification {
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std::string message;
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@ -28,6 +26,56 @@ Engine::~Engine() {
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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void Engine::DrawSplachScreen()
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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// Définir la matrice de projection en mode orthographique
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
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// Définir la matrice de modèle-vue
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// L'image sera centrée autour de l'origine (0, 0, 0)
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int imageWidth = Width(); // Remplacez par la largeur de votre image
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int imageHeight = Height(); // Remplacez par la hauteur de votre image
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// Texture
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SplachScreenTexture.Bind();
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// Dessiner un quadrilatère centré
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(-imageWidth / 2, -imageHeight / 2);
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glTexCoord2f(1, 0);
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glVertex2i(imageWidth / 2, -imageHeight / 2);
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glTexCoord2f(1, 1);
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glVertex2i(imageWidth / 2, imageHeight / 2);
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glTexCoord2f(0, 1);
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glVertex2i(-imageWidth / 2, imageHeight / 2);
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glEnd();
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// Activer la transparence
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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// Restaurer les matrices précédentes
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::DrawMenu()
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{
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static const int sTitle = 400;
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@ -223,6 +271,8 @@ void Engine::DrawMenu()
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}
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void Engine::Init() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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@ -234,7 +284,7 @@ void Engine::Init() {
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char ch;
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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@ -312,10 +362,14 @@ void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
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LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
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LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
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LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
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LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
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@ -368,7 +422,6 @@ void Engine::KillNotification(Player killer, Player killed) {
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DisplayNotification(message);
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}
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void Engine::DisplayNotification(std::string message) {
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if (message.length() > 45) {
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@ -378,23 +431,28 @@ void Engine::DisplayNotification(std::string message) {
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Notification newNotification;
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newNotification.message = message;
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newNotification.displayStartTime = m_time;
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notifications.push_back(newNotification);
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}
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// Add a method to process the notification queue
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void Engine::ProcessNotificationQueue() {
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m_textureFont.Bind();
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float scale = GetScale();
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unsigned int xOffset = Width() - Width() * 0.26;
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unsigned int yOffset = Height() - (Height() / 2.2);
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//PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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//float fPosX = (Width() / 100.0f) * scaleX;
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//float fPosY = Height() - (Height() * 0.05) * scaleY;
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m_textureFont.Bind();
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auto [scaleX, scaleY] = GetScale();
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float xOffset = (Width() / 1.5f) * scaleX;
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float yOffset = (Height() / 1.2f) * scaleY;
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// Iterate through the notifications and display them
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for (auto it = notifications.begin(); it != notifications.end(); ) {
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float timeSinceDisplay = m_time - it->displayStartTime;
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// Display the notification message with vertical offset
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unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
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float y = yOffset - (20.0f * scaleX * (it - notifications.begin()));
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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@ -409,8 +467,8 @@ void Engine::ProcessNotificationQueue() {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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PrintText(xOffset, y, scale, it->message);
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PrintText(xOffset, y, it->message);
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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@ -420,39 +478,89 @@ void Engine::ProcessNotificationQueue() {
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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// Check if it's time to remove the notification (display for 2 seconds)
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if (timeSinceDisplay >= 4.0f) {
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it = notifications.erase(it); // Remove the notification
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it = notifications.erase(it);
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}
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else {
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++it;
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}
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}
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}
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void Engine::DisplayCrosshair() {
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
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glTexCoord2f(1, 1);
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glVertex2i(crossSize, crossSize);
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glTexCoord2f(0, 1);
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glVertex2i(0, crossSize);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
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glTexCoord2f(1, 1);
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glVertex2i(crossSize, crossSize);
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glTexCoord2f(0, 1);
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glVertex2i(0, crossSize);
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glEnd();
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}
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void Engine::DisplayPovGun() {
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// Setter le blend function, tout ce qui sera noir sera transparent
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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float scaleX = (Width()) / BASE_WIDTH;
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float scaleY = (Height()) / BASE_HEIGHT;
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float baseXOffset = 0.4958 * BASE_WIDTH;
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float baseWidth = 0.4688 * BASE_WIDTH;
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float baseHeight = 0.5787 * BASE_HEIGHT;
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float xTranslation = baseXOffset * scaleX;
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float quadWidth = baseWidth * scaleX;
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float quadHeight = baseHeight * scaleY;
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m_texturePovGun.Bind();
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glLoadIdentity();
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glTranslated(xTranslation, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(quadWidth, 0);
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glTexCoord2f(1, 1);
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glVertex2i(quadWidth, quadHeight);
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glTexCoord2f(0, 1);
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glVertex2i(0, quadHeight);
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glEnd();
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// Reset du blend function
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::DisplayCurrentItem() {
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}
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@ -460,23 +568,38 @@ void Engine::DisplayCurrentItem() {
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void Engine::DisplayHud(int timer) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glLoadIdentity();
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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auto [scaleX, scaleY] = GetScale();
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float fBackPosX = (Width() / 25.0f) * scaleX;
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float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
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float fBackWidth = (Width() / 4.0f) * scaleX;
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float fBackHeight = (Height() / 5.5f) * scaleY;
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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glBegin(GL_QUADS);
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glVertex2f(fBackPosX, fBackPosY);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
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glVertex2f(fBackPosX, fBackPosY + fBackHeight);
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glEnd();
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// HP Bar
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float fBarWidth = (Width() / 4.0f) * scaleX;
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float fBarHeight = (Height() / 25.0f) * scaleY;
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float fPosX = (Width() / 25.0f) * scaleX;
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float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
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// Barre HP
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float fBarWidth = Width() / 4;
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float fBarHeight = Height() / 25;
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float fPosX = Width() / 20;
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float fPosY = Height() - (Height() - (fBarHeight * 4));
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float playerHp = m_player.GetHP();
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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// Arri<72>re-plan (Barre HP)
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// HP Bar Background
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY);
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glVertex2f(fPosX, fBarPosY);
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glEnd();
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//TODO: Associer avec mechanique de vie du joueur
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@ -484,31 +607,29 @@ void Engine::DisplayHud(int timer) {
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// Barre HP
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glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
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glVertex2f(fPosX, fBarPosY);
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glEnd();
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// Barre equip
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// Equip Bar
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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float fEquipWidth = (Width() * 0.175f) * scaleX;
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float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
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float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
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glTranslatef(fPosX, fEquipPosY, 0);
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m_textureGun.Bind();
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float margin = Width() * 0.05;
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float itemWidth = Width() * 0.33;
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float itemHeight = itemWidth / 2.208;
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float startX = Width() - itemWidth - margin;
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float startY = margin;
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glTranslated(startX, startY, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(1, 0); glVertex2i(0, 0);
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glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
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glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
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glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
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glTexCoord2f(0, 0); glVertex2i(0, 0);
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glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
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glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
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glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
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glEnd();
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//glDisable(GL_BLEND);
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@ -516,54 +637,161 @@ void Engine::DisplayHud(int timer) {
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// Username
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor3f(1.0f, 1.0f, 1.0f);
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float scale = GetScale();
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m_textureFont.Bind();
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std::ostringstream ss;
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ss << m_player.GetUsername();
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PrintText(fPosX, fPosY, scale, ss.str());
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float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
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//Countdown
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ss.str("");
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ss << m_player.GetUsername();
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PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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ss.str("");
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ss << m_player.GetHP() * 100 << "%";
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PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
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// Countdown
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ss.str("");
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ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
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PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
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PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
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}
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void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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// Bind de la texture pour le font
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m_textureFont.Bind();
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std::ostringstream ss;
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float scale = GetScale();
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unsigned int x = Width() / 25;
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auto [scaleX, scaleY] = GetScale();
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float fPosX = (Width() / 100.0f) * scaleX;
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float fPosY = Height() - (Height() * 0.05) * scaleY;
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float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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||||
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ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
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PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
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PrintText(x, Height() / 48, scale, ss.str());
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fPosY -= charSize;
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float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
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fPosY = fPosYJump;
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fPosY -= charSize;
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ss << " Velocity : " << m_player.GetVelocity();
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Direction : " << m_player.GetDirection();
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PrintText(x, Height() / 24, scale, ss.str());
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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) {
|
||||
@ -586,13 +814,12 @@ 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;
|
||||
}
|
||||
@ -609,7 +836,6 @@ 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);
|
||||
|
||||
@ -623,31 +849,36 @@ 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<float, float> Engine::GetScale() const {
|
||||
float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
|
||||
float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
|
||||
return { widthRatio, heightRatio };
|
||||
}
|
||||
|
||||
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
|
||||
@ -660,7 +891,7 @@ 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;
|
||||
}
|
||||
@ -668,7 +899,10 @@ 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
|
||||
@ -703,11 +937,11 @@ 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, false);
|
||||
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, false);
|
||||
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f);
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
@ -781,12 +1015,13 @@ 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, false);
|
||||
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) {
|
||||
@ -884,7 +1119,7 @@ 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
|
||||
|
@ -26,6 +26,7 @@ public:
|
||||
Engine();
|
||||
virtual ~Engine();
|
||||
virtual void DrawMenu();
|
||||
virtual void DrawSplachScreen();
|
||||
virtual void Init();
|
||||
virtual void DeInit();
|
||||
virtual void LoadResource();
|
||||
@ -38,7 +39,7 @@ public:
|
||||
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
|
||||
|
||||
private:
|
||||
float GetScale() const;
|
||||
std::pair<float, float> GetScale() const;
|
||||
|
||||
int GetFps(float elapsedTime) const;
|
||||
int GetCountdown(float elapsedTime);
|
||||
@ -50,11 +51,13 @@ 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;
|
||||
@ -64,10 +67,13 @@ private:
|
||||
World m_world = World();
|
||||
Renderer m_renderer = Renderer();
|
||||
|
||||
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");
|
||||
@ -85,14 +91,18 @@ private:
|
||||
//Menu
|
||||
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
|
||||
GameState m_gamestate = GameState::MAIN_MENU;
|
||||
Texture MenuTitleTexture,
|
||||
MenuBGTexture,
|
||||
MenuStartTexture,
|
||||
MenuQuitTexture,
|
||||
MenuOptionsTexture;
|
||||
Texture MenuTitleTexture;
|
||||
Texture MenuBGTexture;
|
||||
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;
|
||||
@ -105,6 +115,7 @@ 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;
|
||||
|
BIN
SQCSim2021/media/textures/BrouillonbackgroundMenu.png
Normal file
Before Width: | Height: | Size: 6.5 MiB After Width: | Height: | Size: 6.5 MiB |
BIN
SQCSim2021/media/textures/sc2.png
Normal file
Before Width: | Height: | Size: 195 KiB After Width: | Height: | Size: 195 KiB |
BIN
SQCSim2021/media/textures/single_multi.png
Normal file
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
BIN
SQCSim2021/media/textures/skybox2.png
Normal file
Before Width: | Height: | Size: 4.3 MiB After Width: | Height: | Size: 4.3 MiB |
BIN
SQCSim2021/media/textures/title.png
Normal file
Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 30 KiB |
@ -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();
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include <string>
|
||||
#include <SFML/Window.hpp>
|
||||
#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();
|
||||
|
||||
|
@ -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);
|
||||
|