#include "engine.h" #include #include #include "transformation.h" #include "player.h" Engine::Engine() { } Engine::~Engine() { } void Engine::Init() { GLenum glewErr = glewInit(); if (glewErr != GLEW_OK) { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; abort(); } glDisable(GL_FRAMEBUFFER_SRGB); glClearColor(0.f, 0.f, 0.f, 1.f); 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); // , GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_SUBTRACT);// , GL_FUNC_ADD); // Objet de skybox avec sa propre texture et son propre shader! m_skybox.Init(0.2f); // Objet de musique! m_audio.ToggleMusicState(); // 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"); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp"); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp"); 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::DrawHud(float elapsedTime) { // Setter le blend function , tout ce qui sera noir sera transparent glColor4f(1.f, 1.f, 1.f, 1.f); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); // 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 << " Bad Hits on Chunks : " << m_badHitCount; 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 << " CamPos : " << m_player.GetPOV(); PrintText(10, 40, ss.str()); // Affichage du crosshair 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(); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); // , GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_SUBTRACT);// , GL_FUNC_ADD); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) { 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; 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); glEnd(); glTranslated(8, 0, 0); } } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } void Engine::Render(float elapsedTime) { static float gameTime = elapsedTime; if (elapsedTime > 0.1f) return; gameTime += elapsedTime; Transformation all; Transformation skybox; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Transformations initiales glMatrixMode(GL_MODELVIEW); glLoadIdentity(); m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime); 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) 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_mouseL) m_world.ChangeBlockAtCursor(BTYPE_DIRT, m_player, m_block); else if (m_mouseR) m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block); glStencilFunc(GL_EQUAL, 1, 0x00); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); m_world.Update(m_renderCount, m_badHitCount, m_player, all, m_shader01, m_textureAtlas, m_perlin, m_blockinfo); glStencilFunc(GL_GREATER, 1, 0xFF); if (m_isSkybox) m_skybox.Render(skybox); if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_STENCIL_TEST); DrawHud(elapsedTime); glEnable(GL_STENCIL_TEST); if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (m_player.GetPosition().y < -20.f) m_player = Player(Vector3f(0, CHUNK_SIZE_Y + 1.8f, 0)); // Respawn si le bonho- joueur tombe en bas du monde. } void Engine::KeyPressEvent(unsigned char key) { switch (key) { case 36: // ESC m_world.CleanUpWorld(m_renderCount, true); for (int x = 0; x < WORLD_SIZE_X; ++x) // Les destructeurs de Chunks ont de la misère je les aide un peu! for (int y = 0; y < WORLD_SIZE_Y; ++y) if (m_world.GetChunks().Get(x,y)) m_world.GetChunks().Get(x, y)->~Chunk(); m_world.GetChunks().Reset(nullptr); // Hack cheap qui empêche d'avoir une exception en sortant du jeu 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 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 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; } break; case 57: // Space if (!m_keySpace) { std::cout << "Jump! " << std::endl; m_keySpace = true; } break; case 24: // Y - Ignorer case 255: // Fn - Ignorer case 12: // M - Ignorer case 17: // R - Ignorer break; default: std::cout << "Unhandled key: " << (int)key << std::endl; } } void Engine::KeyReleaseEvent(unsigned char key) { switch (key) { case 12: m_audio.ToggleMusicState(); break; case 17: m_isSkybox = !m_isSkybox; break; case 24: // Y 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; case 57: // Espace std::cout << "rSpace " << std::endl; 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 déjà centrée // Il est nécessaire de faire la vérification pour éviter de tomber // dans une boucle infinie où l'appel à CenterMouse génère un // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, etc if (x == (Width() / 2) && y == (Height() / 2)) return; CenterMouse(); } void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { 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; } } 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 stopOnError) { texture.Load(filename); if (!texture.IsValid()) { std::cerr << "Unable to load texture (" << filename << ")" << std::endl; if (stopOnError) Stop(); return false; } return true; }