342 lines
7.9 KiB
C++
342 lines
7.9 KiB
C++
#include "engine.h"
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#include <algorithm>
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#include <cmath>
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#include "transformation.h"
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#include "player.h"
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Engine::Engine() { }
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Engine::~Engine() { }
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void Engine::Init()
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{
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK)
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{
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
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glEnable(GL_DEPTH_TEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_LIGHTING);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_CULL_FACE);
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// Light
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GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
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GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.f };
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GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f };
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GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
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// Lumière de Skybox.
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GLfloat light1Amb[4] = { 1.5f, 1.5f, 1.5f, 1.5f };
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GLfloat light1Diff[4] = { 1.f, 1.f, 1.f, 1.f };
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GLfloat light1Emi[4] = { 2.f, 2.f, 2.f, 2.f };
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glLightfv(GL_LIGHT1, GL_AMBIENT, light1Amb);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light1Diff);
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glLightfv(GL_LIGHT1, GL_EMISSION, light1Emi);
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// Blend
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Init testChunk
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for (int x = 0; x < CHUNK_SIZE_X; ++x) {
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for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
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for (int y = 0; y < 32; ++y) {
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if (x % 2 == 0 && y % 2 == 0 && z % 2 == 0)
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m_testChunk.SetBlock(x, y, z, BTYPE_DIRT);
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}
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}
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}
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CenterMouse();
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HideCursor();
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}
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void Engine::DeInit() { }
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void Engine::LoadResource() {
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LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
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LoadTexture(m_textureSkybox, TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCube1, TEXTURE_PATH "metal1.png");
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LoadTexture(m_textureCube2, TEXTURE_PATH "metal2.png");
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LoadTexture(m_textureCube3, TEXTURE_PATH "metal3.png");
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LoadTexture(m_textureCube4, TEXTURE_PATH "metal4.png");
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true))
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{
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std::cout << " Failed to load shader " << std::endl;
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exit(1);
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}
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}
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void Engine::UnloadResource()
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{
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}
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void Engine::Render(float elapsedTime)
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{
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static float gameTime = elapsedTime;
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gameTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime);
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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// Skybox
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skybox.Use();
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m_textureSkybox.Bind();
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glDisable(GL_DEPTH_TEST); // Pour que tout ce qui est dessiné après soit dessiné par-dessus la skybox.
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glDisable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glBegin(GL_QUADS);
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glTexCoord2f(0, .5f);
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glVertex3f(5.f, -5.f, 5.f);
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glTexCoord2f(.25f, .5f);
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glVertex3f(-5.f, -5.f, 5.f);
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glTexCoord2f(.25f, .75f);
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glVertex3f(-5.f, 5.f, 5.f);
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glTexCoord2f(0, .75f);
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glVertex3f(5.f, 5.f, 5.f);
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glTexCoord2f(.25f, .5f);
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glVertex3f(-5.f, -5.f, 5.f);
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glTexCoord2f(.50f, .5f);
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glVertex3f(-5.f, -5.f, -5.f);
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glTexCoord2f(.50f, .75f);
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glVertex3f(-5.f, 5.f, -5.f);
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glTexCoord2f(.25f, .75f);
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glVertex3f(-5.f, 5.f, 5.f);
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glTexCoord2f(.50f, .5f);
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glVertex3f(-5.f, -5.f, -5.f);
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glTexCoord2f(.75f, .5f);
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glVertex3f(5.f, -5.f, -5.f);
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glTexCoord2f(.75f, .75f);
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glVertex3f(5.f, 5.f, -5.f);
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glTexCoord2f(.50f, .75f);
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glVertex3f(-5.f, 5.f, -5.f);
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glTexCoord2f(.75f, .5f);
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glVertex3f(5.f, -5.f, -5.f);
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glTexCoord2f(1, .5f);
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glVertex3f(5.f, -5.f, 5.f);
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glTexCoord2f(1, .75f);
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glVertex3f(5.f, 5.f, 5.f);
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glTexCoord2f(.75f, .75f);
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glVertex3f(5.f, 5.f, -5.f);
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glTexCoord2f(.25f, 1);
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glVertex3f(5.f, 5.f, -5.f);
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glTexCoord2f(.50f, 1);
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glVertex3f(5.f, 5.f, 5.f);
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glTexCoord2f(.50f, .75f);
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glVertex3f(-5.f, 5.f, 5.f);
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glTexCoord2f(.25f, .75f);
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glVertex3f(-5.f, 5.f, -5.f);
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glTexCoord2f(.50f, .25f);
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glVertex3f(-5.f, -5.f, 5.f);
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glTexCoord2f(.75f, .25f);
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glVertex3f(5.f, -5.f, 5.f);
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glTexCoord2f(.75f, .5f);
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glVertex3f(5.f, -5.f, -5.f);
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glTexCoord2f(.50f, .5f);
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glVertex3f(-5.f, -5.f, -5.f);
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glEnd();
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHT1);
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glEnable(GL_LIGHT0);
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// Plancher
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// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
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all.Use();
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m_textureFloor.Bind();
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float nbRep = 5.f;
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0); // Normal vector
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glTexCoord2f(0, 0);
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glVertex3f(-100.f, -2.f, 100.f);
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glTexCoord2f(nbRep, 0);
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glVertex3f(100.f, -2.f, 100.f);
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glTexCoord2f(nbRep, nbRep);
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glVertex3f(100.f, -2.f, -100.f);
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glTexCoord2f(0, nbRep);
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glVertex3f(-100.f, -2.f, -100.f);
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glEnd();
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// Chunk
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switch ((int)(gameTime * 5) % 4) {
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case 0: m_textureCube1.Bind();
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break;
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case 1: m_textureCube2.Bind();
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break;
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case 2: m_textureCube3.Bind();
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break;
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case 3: m_textureCube4.Bind();
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break;
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}
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if (m_testChunk.IsDirty())
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m_testChunk.Update();
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m_shader01.Use();
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m_testChunk.Render();
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Shader::Disable();
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}
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void Engine::KeyPressEvent(unsigned char key)
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{
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switch (key) {
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case 36: // ESC
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Stop();
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break;
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case 94: // F10
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SetFullscreen(!IsFullscreen());
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break;
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case 22: // W
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if (!m_keyW) {
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std::cout << "W " << std::endl;
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m_keyW = true;
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}
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break;
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case 0: // A
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if (!m_keyA) {
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std::cout << "A " << std::endl;
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m_keyA = true;
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}
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break;
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case 18: // S
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if (!m_keyS) {
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std::cout << "S " << std::endl;
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m_keyS = true;
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}
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break;
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case 3: // D
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if (!m_keyD) {
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std::cout << "D " << std::endl;
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m_keyD = true;
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}
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break;
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case 38: // Left Shift
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if (!m_keylshift) {
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std::cout << "Dash!" << std::endl;
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m_keylshift = true;
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}
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break;
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case 57: // Space
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if (!m_keySpace) {
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std::cout << "Jump! " << std::endl;
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m_keySpace = true;
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}
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break;
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case 24: // Y - Ignorer
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case 255: // Fn - Ignorer
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break;
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default:
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std::cout << "Unhandled key: " << (int)key << std::endl;
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}
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}
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void Engine::KeyReleaseEvent(unsigned char key)
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{
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switch (key) {
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case 24: // Y
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m_wireframe = !m_wireframe;
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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break;
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case 22: // W
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std::cout << "rW " << std::endl;
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m_keyW = false;
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break;
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case 0: // A
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std::cout << "rA " << std::endl;
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m_keyA = false;
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break;
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case 18: // S
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std::cout << "rS " << std::endl;
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m_keyS = false;
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break;
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case 3: // D
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std::cout << "rD " << std::endl;
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m_keyD = false;
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break;
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case 38: // Left Shift
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std::cout << "rLS " << std::endl;
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m_keylshift = false;
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case 57: // Espace
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std::cout << "rSpace " << std::endl;
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m_keySpace = false;
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break;
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}
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}
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void Engine::MouseMoveEvent(int x, int y)
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{
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m_player.TurnLeftRight(x - (Width() / 2));
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m_player.TurnTopBottom(y - (Height() / 2));
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// Centrer la souris seulement si elle n'est pas déjà centrée
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// Il est nécessaire de faire la vérification pour éviter de tomber
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// dans une boucle infinie où l'appel à CenterMouse génère un
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// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
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// MouseMoveEvent, etc
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if (x == (Width() / 2) && y == (Height() / 2))
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return;
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CenterMouse();
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}
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void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y)
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{
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}
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void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y)
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{
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}
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bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
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{
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texture.Load(filename);
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if (!texture.IsValid())
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{
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std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
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if (stopOnError)
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Stop();
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return false;
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}
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return true;
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}
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