Modification de texture et de Skybox.
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@ -25,8 +25,8 @@ void Engine::Init()
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// Light
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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 light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
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GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.0f };
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GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.f };
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GLfloat light0Diff[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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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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GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT0);
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@ -68,21 +68,21 @@ void Engine::Render(float elapsedTime)
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m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, elapsedTime);
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m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, elapsedTime);
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet bouge relativement au joueur).
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skybox.Use();
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// Skybox
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// Skybox
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skybox.Use();
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m_textureSkybox.Bind();
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m_textureSkybox.Bind();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f(1, 0);
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glVertex3f(10.f, 10.f, 10.f);
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glTexCoord2f(0, 0);
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glVertex3f(-10.f, 10.f, 10.f);
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glTexCoord2f(0, 1);
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glVertex3f(-10.f, -10.f, 10.f);
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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glVertex3f(10.f, 10.f, 10.f);
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glTexCoord2f(0, 1);
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glVertex3f(-10.f, 10.f, 10.f);
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glTexCoord2f(0, 0);
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glVertex3f(-10.f, -10.f, 10.f);
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glTexCoord2f(1, 0);
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glVertex3f(10.f, -10.f, 10.f);
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glVertex3f(10.f, -10.f, 10.f);
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glTexCoord2f(1, 0);
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glTexCoord2f(1, 0);
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@ -94,29 +94,29 @@ void Engine::Render(float elapsedTime)
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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glVertex3f(10.f, 10.f, -10.f);
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glVertex3f(10.f, 10.f, -10.f);
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glTexCoord2f(1, 0);
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glVertex3f(-10.f, 10.f, 10.f);
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glTexCoord2f(0, 0);
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glVertex3f(-10.f, 10.f, -10.f);
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glTexCoord2f(0, 1);
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glVertex3f(-10.f, -10.f, -10.f);
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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glVertex3f(-10.f, 10.f, 10.f);
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glTexCoord2f(0, 1);
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glVertex3f(-10.f, 10.f, -10.f);
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glTexCoord2f(0, 0);
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glVertex3f(-10.f, -10.f, -10.f);
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glTexCoord2f(1, 0);
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glVertex3f(-10.f, -10.f, 10.f);
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glVertex3f(-10.f, -10.f, 10.f);
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glTexCoord2f(1, 0);
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glVertex3f(10.f, 10.f, -10.f);
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glTexCoord2f(0, 0);
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glVertex3f(10.f, 10.f, 10.f);
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glTexCoord2f(0, 1);
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glVertex3f(10.f, -10.f, 10.f);
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glTexCoord2f(1, 1);
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glTexCoord2f(1, 1);
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glVertex3f(10.f, 10.f, -10.f);
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glTexCoord2f(0, 1);
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glVertex3f(10.f, 10.f, 10.f);
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glTexCoord2f(0, 0);
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glVertex3f(10.f, -10.f, 10.f);
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glTexCoord2f(1, 0);
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glVertex3f(10.f, -10.f, -10.f);
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glVertex3f(10.f, -10.f, -10.f);
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glTexCoord2f(0, 0); // Les coordos de textures du plafond sont intentionnellement laissées à 0 pour que l'engine sample 1 pixel et ainsi me fait une couleur unie.
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glTexCoord2f(0, 0);
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glVertex3f(10.f, 10.f, -10.f);
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glVertex3f(10.f, 10.f, -10.f);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0.1f);
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glVertex3f(10.f, 10.f, 10.f);
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glVertex3f(10.f, 10.f, 10.f);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0.1f);
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glVertex3f(-10.f, 10.f, 10.f);
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glVertex3f(-10.f, 10.f, 10.f);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-10.f, 10.f, -10.f);
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glVertex3f(-10.f, 10.f, -10.f);
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Binary file not shown.
Before Width: | Height: | Size: 660 KiB After Width: | Height: | Size: 137 KiB |
BIN
SQCSim2021/media/textures/curtainsbak.png
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BIN
SQCSim2021/media/textures/curtainsbak.png
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Binary file not shown.
After Width: | Height: | Size: 215 KiB |
@ -152,7 +152,7 @@ void OpenglContext::ShowCrossCursor() const
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void OpenglContext::InitWindow(int width, int height)
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void OpenglContext::InitWindow(int width, int height)
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{
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{
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m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 4));
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m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 0));
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}
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}
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OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const
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OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const
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