#include "engine.h" #include #include #include Engine::Engine() { } Engine::~Engine() { } void Engine::Init() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f); glEnable(GL_DEPTH_TEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LINE_SMOOTH); // Light GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f }; GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.0f }; GLfloat light0Diff[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, light0Pos); glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff); glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec); CenterMouse(); HideCursor(); } void Engine::DeInit() { } void Engine::LoadResource() { LoadTexture(m_textureFloor, TEXTURE_PATH "checker.png"); } void Engine::UnloadResource() { } void Engine::Render(float elapsedTime) { static float gameTime = elapsedTime; gameTime += elapsedTime; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Transformations initiales glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Plancher // Les vertex doivent etre affiches dans le sens anti-horaire (CCW) m_textureFloor.Bind(); float nbRep = 50.f; glBegin(GL_QUADS); glNormal3f(0, 1, 0); // Normal vector glTexCoord2f(0, 0); glVertex3f(-100.f, -2.f, 100.f); glTexCoord2f(nbRep, 0); glVertex3f(100.f, -2.f, 100.f); glTexCoord2f(nbRep, nbRep); glVertex3f(100.f, -2.f, -100.f); glTexCoord2f(0, nbRep); glVertex3f(-100.f, -2.f, -100.f); glEnd(); } void Engine::KeyPressEvent(unsigned char key) { switch(key) { case 36: // ESC Stop(); break; case 94: // F10 SetFullscreen(!IsFullscreen()); break; case 22: // W if (!m_keyW) { std::cout << "W " << std::endl; m_keyW = true; } break; case 0: // A 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 24: // Y - Ignorer case 255: // Fn - Ignorer break; default: std::cout << "Unhandled key: " << (int)key << std::endl; } } void Engine::KeyReleaseEvent(unsigned char key) { switch(key) { 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; } } void Engine::MouseMoveEvent(int x, int y) { // 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) { } void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { } bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) { texture.Load(filename); if(!texture.IsValid()) { std::cerr << "Unable to load texture (" << filename << ")" << std::endl; if(stopOnError) Stop(); return false; } return true; }