diff --git a/SQCSim2021/SQCSim2021.vcxproj b/SQCSim2021/SQCSim2021.vcxproj index f162677..457adbb 100644 --- a/SQCSim2021/SQCSim2021.vcxproj +++ b/SQCSim2021/SQCSim2021.vcxproj @@ -29,6 +29,7 @@ + @@ -43,6 +44,7 @@ + diff --git a/SQCSim2021/SQCSim2021.vcxproj.filters b/SQCSim2021/SQCSim2021.vcxproj.filters index 04f30e9..16bfb28 100644 --- a/SQCSim2021/SQCSim2021.vcxproj.filters +++ b/SQCSim2021/SQCSim2021.vcxproj.filters @@ -56,6 +56,9 @@ Fichiers d%27en-tête + + Fichiers d%27en-tête + @@ -91,6 +94,9 @@ Fichiers sources + + Fichiers sources + diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index d18bc47..a2d54b1 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -11,8 +11,7 @@ Engine::~Engine() { } void Engine::Init() { GLenum glewErr = glewInit(); - if (glewErr != GLEW_OK) - { + if (glewErr != GLEW_OK) { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; abort(); } @@ -29,6 +28,8 @@ void Engine::Init() glEnable(GL_LIGHTING); glEnable(GL_LINE_SMOOTH); glEnable(GL_CULL_FACE); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Light GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f }; @@ -42,16 +43,8 @@ void Engine::Init() glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff); glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec); - // Lumière de Skybox. - GLfloat light1Amb[4] = { 1.5f, 1.5f, 1.5f, 1.5f }; - GLfloat light1Diff[4] = { 1.f, 1.f, 1.f, 1.f }; - GLfloat light1Emi[4] = { 2.f, 2.f, 2.f, 2.f }; - glLightfv(GL_LIGHT1, GL_AMBIENT, light1Amb); - glLightfv(GL_LIGHT1, GL_DIFFUSE, light1Diff); - glLightfv(GL_LIGHT1, GL_EMISSION, light1Emi); - - // Blend - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + // Objet de skybox avec sa propre texture et son propre shader! + m_skybox.Init(0.00013f); // Init testChunk for (int x = 0; x < CHUNK_SIZE_X; ++x) { @@ -71,23 +64,25 @@ void Engine::DeInit() { } void Engine::LoadResource() { LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png"); - LoadTexture(m_textureSkybox, TEXTURE_PATH "skybox.png"); + LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png"); LoadTexture(m_textureCube1, TEXTURE_PATH "metal1.png"); LoadTexture(m_textureCube2, TEXTURE_PATH "metal2.png"); LoadTexture(m_textureCube3, TEXTURE_PATH "metal3.png"); LoadTexture(m_textureCube4, TEXTURE_PATH "metal4.png"); std::cout << " Loading and compiling shaders ..." << std::endl; - if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) - { + 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::UnloadResource(){} void Engine::Render(float elapsedTime) { @@ -108,77 +103,13 @@ void Engine::Render(float elapsedTime) 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!). - - // Skybox - skybox.Use(); - m_textureSkybox.Bind(); - glDisable(GL_DEPTH_TEST); // Pour que tout ce qui est dessiné après soit dessiné par-dessus la skybox. - glDisable(GL_LIGHT0); - glEnable(GL_LIGHT1); - glBegin(GL_QUADS); - - glTexCoord2f(0, .5f); - glVertex3f(5.f, -5.f, 5.f); - glTexCoord2f(.25f, .5f); - glVertex3f(-5.f, -5.f, 5.f); - glTexCoord2f(.25f, .75f); - glVertex3f(-5.f, 5.f, 5.f); - glTexCoord2f(0, .75f); - glVertex3f(5.f, 5.f, 5.f); - - glTexCoord2f(.25f, .5f); - glVertex3f(-5.f, -5.f, 5.f); - glTexCoord2f(.50f, .5f); - glVertex3f(-5.f, -5.f, -5.f); - glTexCoord2f(.50f, .75f); - glVertex3f(-5.f, 5.f, -5.f); - glTexCoord2f(.25f, .75f); - glVertex3f(-5.f, 5.f, 5.f); - - glTexCoord2f(.50f, .5f); - glVertex3f(-5.f, -5.f, -5.f); - glTexCoord2f(.75f, .5f); - glVertex3f(5.f, -5.f, -5.f); - glTexCoord2f(.75f, .75f); - glVertex3f(5.f, 5.f, -5.f); - glTexCoord2f(.50f, .75f); - glVertex3f(-5.f, 5.f, -5.f); - - glTexCoord2f(.75f, .5f); - glVertex3f(5.f, -5.f, -5.f); - glTexCoord2f(1, .5f); - glVertex3f(5.f, -5.f, 5.f); - glTexCoord2f(1, .75f); - glVertex3f(5.f, 5.f, 5.f); - glTexCoord2f(.75f, .75f); - glVertex3f(5.f, 5.f, -5.f); - - glTexCoord2f(.25f, 1); - glVertex3f(5.f, 5.f, -5.f); - glTexCoord2f(.50f, 1); - glVertex3f(5.f, 5.f, 5.f); - glTexCoord2f(.50f, .75f); - glVertex3f(-5.f, 5.f, 5.f); - glTexCoord2f(.25f, .75f); - glVertex3f(-5.f, 5.f, -5.f); - - glTexCoord2f(.50f, .25f); - glVertex3f(-5.f, -5.f, 5.f); - glTexCoord2f(.75f, .25f); - glVertex3f(5.f, -5.f, 5.f); - glTexCoord2f(.75f, .5f); - glVertex3f(5.f, -5.f, -5.f); - glTexCoord2f(.50f, .5f); - glVertex3f(-5.f, -5.f, -5.f); - - glEnd(); - glEnable(GL_DEPTH_TEST); - glDisable(GL_LIGHT1); - glEnable(GL_LIGHT0); - + + m_skybox.Render(skybox); + // Plancher // Les vertex doivent etre affiches dans le sens anti-horaire (CCW) all.Use(); + m_shader01.Use(); m_textureFloor.Bind(); float nbRep = 5.f; glBegin(GL_QUADS); @@ -206,9 +137,9 @@ void Engine::Render(float elapsedTime) } if (m_testChunk.IsDirty()) m_testChunk.Update(); - m_shader01.Use(); + m_testChunk.Render(); - Shader::Disable(); + //Shader::Disable(); } diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index 275a435..bc462ec 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -7,6 +7,7 @@ #include "shader.h"" #include "player.h" #include "chunk.h" +#include "skybox.h" class Engine : public OpenglContext { @@ -37,6 +38,7 @@ private: Texture m_textureCube3; Texture m_textureCube4; + Skybox m_skybox; Shader m_shader01; Chunk m_testChunk; Player m_player = Player(Vector3f(0, 0, 0)); diff --git a/SQCSim2021/media/shaders/skybox.frag b/SQCSim2021/media/shaders/skybox.frag new file mode 100644 index 0000000..c540d70 --- /dev/null +++ b/SQCSim2021/media/shaders/skybox.frag @@ -0,0 +1,12 @@ +uniform sampler2D tex; +varying vec4 light; + +void main() +{ + vec4 texel; + texel = texture2D(tex,gl_TexCoord[0].st); + + texel *= light; + + gl_FragColor = texel; +} diff --git a/SQCSim2021/media/shaders/skybox.vert b/SQCSim2021/media/shaders/skybox.vert new file mode 100644 index 0000000..6c5c7ca --- /dev/null +++ b/SQCSim2021/media/shaders/skybox.vert @@ -0,0 +1,8 @@ +varying vec4 light; + +void main() +{ + light = gl_Color; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = ftransform(); +} diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp index 49967ac..1fdd124 100644 --- a/SQCSim2021/player.cpp +++ b/SQCSim2021/player.cpp @@ -37,7 +37,9 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool if (dash) dashtimeout = 2; - if ((jump || dash) && dbljump < 2 && !jumped ) { + if (dbljump >= 2) jump = false; + + if ((jump || dash) && !jumped ) { accjmp += jump? m_jumpforce: 0.1f; jumped = true; dbljump++; diff --git a/SQCSim2021/skybox.cpp b/SQCSim2021/skybox.cpp new file mode 100644 index 0000000..10cb6d5 --- /dev/null +++ b/SQCSim2021/skybox.cpp @@ -0,0 +1,58 @@ +#include "skybox.h" + +Skybox::Skybox() {} + +Skybox::~Skybox() {} + +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, .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, .25f); + vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f); + 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, .5f, .5f); + + m_vertexBuffer.SetMeshData(vd, count); + delete[] vd; +} + +void Skybox::Render(Transformation tran) const { + glDisable(GL_DEPTH_TEST); + tran.Use(); + m_texture.Bind(); + m_shader.Use(); + m_vertexBuffer.Render(); + glEnable(GL_DEPTH_TEST); +} + +Texture& Skybox::GetTexture() { return m_texture; } + +Shader& Skybox::GetShader() { return m_shader; } + + diff --git a/SQCSim2021/skybox.h b/SQCSim2021/skybox.h new file mode 100644 index 0000000..a596416 --- /dev/null +++ b/SQCSim2021/skybox.h @@ -0,0 +1,25 @@ +#ifndef SKYBOX_H__ +#define SKYBOX_H__ + +#include "define.h" +#include "vertexbuffer.h" +#include "texture.h" +#include "transformation.h" +#include "shader.h" + +class Skybox { +private: + VertexBuffer m_vertexBuffer; + Texture m_texture; + Shader m_shader; + +public: + Skybox(); + ~Skybox(); + void Init(float size); + void Render(Transformation trans) const; + Texture& GetTexture(); + Shader& GetShader(); +}; + +#endif // SKYBOX_H__