#include "engine.h" #include #include #include #include // Define a structure to represent notifications struct Notification { std::string message; float displayStartTime = 0.0f; }; // Use a queue to manage notifications //std::queue notificationQueue; // Use a vector to manage notifications std::vector notifications; 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) if (m_world.GetChunks().Get(x, y)) m_world.GetChunks().Get(x, y)->~Chunk(); } void Engine::DrawSplachScreen() { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); // Définir la matrice de projection en mode orthographique glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1); // Définir la matrice de modèle-vue glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); // L'image sera centrée autour de l'origine (0, 0, 0) int imageWidth = Width(); // Remplacez par la largeur de votre image int imageHeight = Height(); // Remplacez par la hauteur de votre image // Texture SplachScreenTexture.Bind(); // Dessiner un quadrilatère centré glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(-imageWidth / 2, -imageHeight / 2); glTexCoord2f(1, 0); glVertex2i(imageWidth / 2, -imageHeight / 2); glTexCoord2f(1, 1); glVertex2i(imageWidth / 2, imageHeight / 2); glTexCoord2f(0, 1); glVertex2i(-imageWidth / 2, imageHeight / 2); glEnd(); // Activer la transparence glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glEnable(GL_BLEND); // Restaurer les matrices précédentes glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } void Engine::DrawMenu() { static const int sTitle = 400; static const int sButton = 225; glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); MenuBGTexture.Bind(); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(1, 0); glVertex2i(Width(), 0); // glTexCoord2f(1, 1); glVertex2i(Width(), Height()); glTexCoord2f(0, 1); glVertex2i(0, Height()); glEnd(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glEnable(GL_BLEND); if (m_gamestate != GameState::OPTIONS) { MenuTitleTexture.Bind(); glTranslated(200, 300, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 200); glTexCoord2f(1, 0); glVertex2i(sTitle, 200); glTexCoord2f(1, 1); glVertex2i(sTitle, 300); glTexCoord2f(0, 1); glVertex2i(0, 300); glEnd(); MenuStartTexture.Bind(); glTranslated(80, -225, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 100); glTexCoord2f(1, 0); glVertex2i(sButton , 100); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd(); /*MenuResumeTexture.Bind(); glTranslated(0, -100, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 125); //glTexCoord2f(1, 0); glVertex2i(sButton, 125); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd();*/ /*MenuOptionsTexture.Bind(); glTranslated(0, -100, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 125); glTexCoord2f(1, 0); glVertex2i(sButton, 125); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd();*/ MenuQuitTexture.Bind(); glTranslated(0, -100, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 100); glTexCoord2f(1, 0); glVertex2i(sButton, 100); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd(); } else { /*MenuOptionsTexture.Bind(); glTranslated(200, 0, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(1, 0); glVertex2i(sTitle, 0); glTexCoord2f(1, 1); glVertex2i(sTitle, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd(); WireFrameTexture.Bind(); glTranslated(0, 300, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 125); glTexCoord2f(1, 0); glVertex2i(sButton, 125); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd(); OnOffBtnTexture.Bind(); glTranslated(200, 0, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 125); glTexCoord2f(1, 0); glVertex2i(sButton, 125); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd(); glTranslated(-400, -300, 0); MusicTexture.Bind(); glTranslated(200, 200, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 125); glTexCoord2f(1, 0); glVertex2i(sButton, 125); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd(); OnOffBtnTexture.Bind(); glTranslated(200, 0, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 125); glTexCoord2f(1, 0); glVertex2i(sButton, 125); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd(); BackBtnTexture.Bind(); glTranslated(-375, 175, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 140); glTexCoord2f(1, 0); glVertex2i(sButton, 140); glTexCoord2f(1, 1); glVertex2i(sButton, 200); glTexCoord2f(0, 1); glVertex2i(0, 200); glEnd();*/ } //glEnable(GL_LIGHTING); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); ShowCursor(); } void Engine::Init() { GLenum glewErr = glewInit(); if (glewErr != GLEW_OK) { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; abort(); } uint64_t seed = SEED; char ch; 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); glShadeModel(GL_SMOOTH); 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); // Objet de musique! //m_audio.ToggleMusicState(); // Array pour les balles. for (int x = 0; x < MAX_BULLETS; ++x) { m_bullets[x] = nullptr; m_whoosh[x] = nullptr; } std::cout << "Jouer en ligne? [o/N] "; std::cin >> ch; std::cout << std::endl; if (ch == 'o' || ch == 'O') { char* input = new char[32]; std::string playname, srvname; while (playname.size() < 1) { std::cout << "Veuillez entrer un nom de joueur: "; std::cin.ignore(); std::cin.getline(input, 32); std::cout << std::endl; playname = input; if (playname.size() < 1 || playname.size() > 32) std::puts("Nom invalide."); } while (srvname.size() < 1) { std::cout << "Veuillez entrer une adresse de serveur: "; std::cin.getline(input, 32); std::cout << std::endl; srvname = input; if (srvname.size() < 1 || srvname.size() > 32) std::puts("Adresse serveur invalide."); } delete[] input; if (!m_conn.Init()) { if (!m_conn.Connect(srvname.c_str(), playname)) { // setup jeu en reseau. std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; m_player = Player(m_conn.getOrigin().position); for (auto& [key, player] : m_conn.m_players) m_players[key] = new RemotePlayer(player); seed = m_conn.getSeed(); m_networkgame = true; } else std::cout << "Erreur de connexion." << std::endl; } else std::cout << "Erreur de creation de socket." << std::endl; } m_world.SetSeed(seed); // Init Chunks m_world.GetChunks().Reset(nullptr); // Gestion de souris. CenterMouse(); HideCursor(); } void Engine::DeInit() {} void Engine::LoadResource() { 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); LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false); LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false); LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false); LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png"); LoadTexture(MenuBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png"); LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png"); LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); 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"); TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) { std::cout << " Unable to generate texture atlas ..." << std::endl; abort(); } float u, v, s; m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s); m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s); m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s); m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s); m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1); std::cout << " Loading and compiling shaders ..." << std::endl; if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } } void Engine::UnloadResource() {} void Engine::InstantDamage() { m_player.InflictDamage(0.10f); m_damage = false; } void Engine::SystemNotification(std::string systemLog) { std::string message = ""; message = systemLog; DisplayNotification(message); } void Engine::KillNotification(Player killer, Player killed) { std::string message = ""; message = killed.GetUsername() + " killed by -> " + killer.GetUsername(); DisplayNotification(message); } void Engine::DisplayNotification(std::string message) { if (message.length() > 45) { message = message.substr(0, 45); } // Create a new notification and add it to the queue Notification newNotification; newNotification.message = message; newNotification.displayStartTime = m_time; notifications.push_back(newNotification); } // Add a method to process the notification queue void Engine::ProcessNotificationQueue() { //PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); //float fPosX = (Width() / 100.0f) * scaleX; //float fPosY = Height() - (Height() * 0.05) * scaleY; m_textureFont.Bind(); auto [scaleX, scaleY] = GetScale(); float xOffset = (Width() / 1.5f) * scaleX; float yOffset = (Height() / 1.2f) * scaleY; for (auto it = notifications.begin(); it != notifications.end(); ) { float timeSinceDisplay = m_time - it->displayStartTime; float y = yOffset - (20.0f * scaleX * (it - notifications.begin())); 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(); PrintText(xOffset, y, it->message); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendEquation(GL_FUNC_SUBTRACT); glEnable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); if (timeSinceDisplay >= 4.0f) { it = notifications.erase(it); } else { ++it; } } } 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); glEnd(); } void Engine::DisplayPovGun() { // 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_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); float scaleX = (Width()) / BASE_WIDTH; float scaleY = (Height()) / BASE_HEIGHT; float baseXOffset = 0.4958 * BASE_WIDTH; float baseWidth = 0.4688 * BASE_WIDTH; float baseHeight = 0.5787 * BASE_HEIGHT; float xTranslation = baseXOffset * scaleX; float quadWidth = baseWidth * scaleX; float quadHeight = baseHeight * scaleY; m_texturePovGun.Bind(); glLoadIdentity(); glTranslated(xTranslation, 0, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(1, 0); glVertex2i(quadWidth, 0); glTexCoord2f(1, 1); glVertex2i(quadWidth, quadHeight); glTexCoord2f(0, 1); glVertex2i(0, quadHeight); glEnd(); // Reset du blend function glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendEquation(GL_FUNC_SUBTRACT); glEnable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } void Engine::DisplayCurrentItem() { } void Engine::DisplayHud(int timer) { glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); auto [scaleX, scaleY] = GetScale(); float fBackPosX = (Width() / 25.0f) * scaleX; float fBackPosY = (Height() - (Height() * 0.815) * scaleY); float fBackWidth = (Width() / 4.0f) * scaleX; float fBackHeight = (Height() / 5.5f) * scaleY; glColor4f(1.0f, 1.0f, 1.0f, 0.2f); glBegin(GL_QUADS); glVertex2f(fBackPosX, fBackPosY); glVertex2f(fBackPosX + fBackWidth, fBackPosY); glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight); glVertex2f(fBackPosX, fBackPosY + fBackHeight); glEnd(); // HP Bar float fBarWidth = (Width() / 4.0f) * scaleX; float fBarHeight = (Height() / 25.0f) * scaleY; float fPosX = (Width() / 25.0f) * scaleX; float fBarPosY = (Height() - (Height() * 0.775) * scaleY); float playerHp = m_player.GetHP(); float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; // HP Bar Background glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(fPosX, fBarPosY - fBarHeight); glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight); glVertex2f(fPosX + fBarWidth, fBarPosY); glVertex2f(fPosX, fBarPosY); glEnd(); //TODO: Associer avec mechanique de vie du joueur // Barre HP glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(fPosX, fBarPosY - fBarHeight); glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight); glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY); glVertex2f(fPosX, fBarPosY); glEnd(); // Equip Bar glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); float fEquipWidth = (Width() * 0.175f) * scaleX; float fEquipHeight = (fEquipWidth / 2.5) * scaleY; float fEquipPosY = (Height() - (Height() * 0.765) * scaleY); glTranslatef(fPosX, fEquipPosY, 0); m_textureGun.Bind(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0); glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight); glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight); glEnd(); //glDisable(GL_BLEND); // Username glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor3f(1.0f, 1.0f, 1.0f); m_textureFont.Bind(); std::ostringstream ss; float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY; ss.str(""); ss << m_player.GetUsername(); PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); ss.str(""); ss << m_player.GetHP() * 100 << "%"; PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f); // Countdown ss.str(""); ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f); } void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { m_textureFont.Bind(); std::ostringstream ss; auto [scaleX, scaleY] = GetScale(); float fPosX = (Width() / 100.0f) * scaleX; float fPosY = Height() - (Height() * 0.05) * scaleY; float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); ss << " Fps : " << GetFps(elapsedTime); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Rendered Chunks : " << m_renderCount; PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY); fPosY = fPosYJump; fPosY -= charSize; ss << " Velocity : " << m_player.GetVelocity(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Direction : " << m_player.GetDirection(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Position : " << m_player.GetPosition(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Block : "; if (bloc == BTYPE_LAST) ss << "Weapon"; else ss << (int)bloc; PrintText(fPosX, fPosYJump, 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) { // 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); glEnable(GL_BLEND); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); int timer = GetCountdown(elapsedTime); if (m_keyK) { SystemNotification(m_messageNotification); m_keyK = false; } if (m_keyL) { KillNotification(m_player, m_player); m_keyL = false; } if (m_displayInfo) { DisplayInfo(elapsedTime, bloc); } if (m_displayHud) { DisplayHud(timer); } if (m_displayCrosshair) { DisplayCrosshair(); } glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendEquation(GL_FUNC_SUBTRACT); glEnable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } 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 += 0.5f; glBegin(GL_QUADS); 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(0.5555f * charSize * scale, 0, 0); } } std::pair Engine::GetScale() const { float widthRatio = static_cast(Width()) / BASE_WIDTH; float heightRatio = static_cast(Height()) / BASE_HEIGHT; return { widthRatio, heightRatio }; } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } int Engine::GetCountdown(float elapsedTime) { if (m_resetcountdown) { m_countdown = m_time + COUNTDOWN; m_resetcountdown = false; } if (m_countdown < m_time) Stop(); if (!m_stopcountdown) m_time += elapsedTime; return m_countdown - (int)m_time; } void Engine::Render(float elapsedTime) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 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 //static float gameTime = elapsedTime; static irrklang::ISound* step; // Pour les sons de pas. static float pollTime = 0; static float bulletTime = 0; static BlockType bloc = 1; if (elapsedTime > 0.1f) return; //gameTime += elapsedTime; pollTime += elapsedTime; Transformation all; Transformation skybox; Vector3f vstep; // Transformations initiales glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (bulletTime > 0.f) bulletTime -= elapsedTime; if (bulletTime < 0.f) bulletTime = 0.f; static bool leftright = false; if (pollTime >= .005f) { Player::Sound snd = 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); switch (snd) { case Player::Sound::STEP: 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(), false,.8f); leftright = !leftright; break; case Player::Sound::FALL: m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f); break; default: break; } m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnees du joueur et // son vecteur de velocite (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!). if (m_mouseWU) bloc++; else if (m_mouseWD) bloc--; if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST �quipe l'arme. m_mouseWU = m_mouseWD = false; if (m_mouseL) { if (bloc != BTYPE_LAST) m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); else if (bulletTime <= 0.f) { for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). if (!m_bullets[x]) { m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); break; } else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array. m_bullets[0]->~Bullet(); m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); } bulletTime = BULLET_TIME; m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .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); glClearColor(0.f, 0.f, 0.f, 1.f); return; } } } else if (m_mouseR) m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block); for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu. if (m_bullets[x]) { for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) { m_bullets[x]->~Bullet(); if (m_whoosh[x]) m_whoosh[x]->drop(); m_bullets[x] = nullptr; m_whoosh[x] = nullptr; break; } else if (!m_whoosh[x]) { m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); } else { Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel(); m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); } } } } m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); if (m_isSkybox) m_skybox.Render(skybox); DrawHud(elapsedTime, bloc); DisplayPovGun(); ProcessNotificationQueue(); if (m_damage) { InstantDamage(); } 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(), false,1.f); fell = true; } else if (m_player.GetPosition().y < -20.f) { m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde. fell = false; } if (m_networkgame) { static char* buf = new char[BUFFER_LENGTH]; uint32_t buflen = BUFFER_LENGTH; netprot::Input input; //sockaddr_in addr = m_conn.m_srvsockaddr; input.direction = m_player.GetDirection(); input.sid = m_conn.getId(); input.timestamp = 12345; input.keys.forward = m_keyW; input.keys.backward = m_keyS; input.keys.left = m_keyA; input.keys.right = m_keyD; input.keys.jump = m_keySpace; input.keys.block = m_mouseR; input.keys.shoot = m_mouseL; //netprot::Serialize(&input, &buf, &buflen); //sendto(m_conn.m_sock_udp, buf, buflen, 0, (sockaddr*)&addr, sizeof(addr)); netprot::sendPackTo(m_conn.m_sock_udp, &input, &buf, &buflen, &m_conn.m_srvsockaddr); } } else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS) { DrawMenu(); } else if (m_gamestate == GameState::QUIT) Stop(); } void Engine::KeyPressEvent(unsigned char key) { switch (key) { case 0: // A - Gauche if (!m_keyA) { m_keyA = true; } break; case 3: // D - Droite if (!m_keyD) { m_keyD = true; } break; case 18: // S - Reculer if (!m_keyS) { m_keyS = true; } break; case 22: // W - Avancer if (!m_keyW) { m_keyW = true; } break; case 36: // ESC - Quitter m_gamestate = GameState::MAIN_MENU; //Stop(); break; case 57: // Space - Sauter if (!m_keySpace) { m_keySpace = true; } break; case 94: // F10 - Plein �cran IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); //SetFullscreen(!IsFullscreen()); break; case 2: // C - Ignorer break; case 5: // F - Ignorer break; case 10: // K - Debugging DisplayNotification() m_keyK = true; m_messageNotification = "notifications systeme peuvent etre affichees"; break; case 11: // L - Debugging DisplayNotification() m_keyL = true; break; case 6: // G - Ignorer break; case 12: // M - Ignorer break; case 7: // H - Ignorer break; case 8: // I - Ignorer break; case 9: // J - InstantDamage m_damage = true; case 15: // P - Ignorer break; case 17: // R - Ignorer break; case 19: // T - Ignorer break; case 24: // Y - Ignorer break; case 255: // Fn - Ignorer break; default: std::cout << "Unhandled key: " << (int)key << std::endl; } } void Engine::KeyReleaseEvent(unsigned char key) { switch (key) { 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 6: // G - Toggle Stop Countdown m_stopcountdown = !m_stopcountdown; std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl; break; 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 10: // K m_keyK = false; break; case 11: // L - Debugging DisplayNotification() m_keyL = false; break; case 12: // M - Toggle music m_audio.ToggleMusicState(); break; case 15: for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). if (!m_bullets[x]) { m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f)); break; } else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi�re balle de l'array. m_bullets[0]->~Bullet(); m_bullets[0] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f)); } break; case 17: // R - Toggle skybox m_isSkybox = !m_isSkybox; break; case 18: // S - Stop reculer m_keyS = false; break; case 19: // T -Reset countdown m_resetcountdown = true; std::cout << "RESET COUNTDOWN" << std::endl; 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 57: // Espace - Stop sauter m_keySpace = false; break; } } void Engine::MouseMoveEvent(int x, int y) { m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnTopBottom(y - (Height() / 2)); // Centrer la souris seulement si elle n'est pas d�j� centr�e // Il est n�cessaire de faire la v�rification pour �viter de tomber // dans une boucle infinie o� l'appel � CenterMouse g�n�re un // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, etc if (x == (Width() / 2) && y == (Height() / 2)) return; } void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { m_mousemx = x; m_mousemy = y; if (m_gamestate == GameState::PLAY) { switch (button) { case MOUSE_BUTTON_LEFT: m_mouseL = true; break; case MOUSE_BUTTON_RIGHT: m_mouseR = true; break; case MOUSE_BUTTON_MIDDLE: m_mouseC = true; break; case MOUSE_BUTTON_WHEEL_UP: m_mouseWU = true; break; case MOUSE_BUTTON_WHEEL_DOWN: m_mouseWD = true; break; case MOUSE_BUTTON_NONE: break; } } else if (m_gamestate == GameState::MAIN_MENU) { if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250)) m_gamestate = GameState::PLAY; if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400)) m_gamestate = GameState::QUIT; } } void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { switch (button) { case MOUSE_BUTTON_LEFT: m_mouseL = false; m_block = false; break; case MOUSE_BUTTON_RIGHT: m_mouseR = false; m_block = false; break; case MOUSE_BUTTON_MIDDLE: m_mouseC = false; break; case MOUSE_BUTTON_WHEEL_UP: m_mouseWU = false; break; case MOUSE_BUTTON_WHEEL_DOWN: m_mouseWD = false; break; case MOUSE_BUTTON_NONE: break; } } 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(); return false; } return true; }