389 lines
11 KiB
C++
389 lines
11 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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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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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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glDisable(GL_FRAMEBUFFER_SRGB);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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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(), 0.1f, VIEW_DISTANCE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_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_POINT_SMOOTH);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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// Objet de musique!
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m_audio.ToggleMusicState();
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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// Gestion de souris.
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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_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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}
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float u, v, s;
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m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
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m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
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m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
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m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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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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std::cout << " Failed to load shader " << std::endl;
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exit(1);
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}
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if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
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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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void Engine::DrawHud(float elapsedTime) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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glDisable(GL_STENCIL_TEST);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Bind de la texture pour le font
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m_textureFont.Bind();
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std::ostringstream ss;
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(10, Height() - 25, ss.str());
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ss.str("");
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, ss.str());
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ss.str("");
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ss << " Bad Hits on Chunks : " << m_badHitCount;
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PrintText(10, Height() - 45, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
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PrintText(10, 10, ss.str());
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ss.str("");
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ss << " Direction : " << m_player.GetDirection();
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PrintText(10, 20, ss.str());
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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ss.str("");
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ss << " CamPos : " << m_player.GetPOV();
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PrintText(10, 40, ss.str());
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// Affichage du crosshair
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
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glTexCoord2f(1, 1);
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glVertex2i(crossSize, crossSize);
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glTexCoord2f(0, 1);
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glVertex2i(0, crossSize);
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glEnd();
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
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glLoadIdentity();
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glTranslated(x, y, 0);
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for (unsigned int i = 0; i < t.length(); ++i) {
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float left = (float)((t[i] - 32) % 16) / 16.f;
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float top = (float)((t[i] - 32) / 16) / 16.f;
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top += .5f;
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glBegin(GL_QUADS);
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glTexCoord2f(left, 1.f - top - .0625f);
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glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f);
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glVertex2f(12, 0);
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glTexCoord2f(left + .0625f, 1.f - top);
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glVertex2f(12, 12);
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glTexCoord2f(left, 1.f - top);
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glVertex2f(0, 12);
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glEnd();
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glTranslated(8, 0, 0);
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}
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}
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int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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void Engine::Render(float elapsedTime) {
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static float gameTime = elapsedTime;
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if (elapsedTime > 0.1f) return;
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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 | GL_STENCIL_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.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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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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if (m_mouseL)
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m_world.ChangeBlockAtCursor(BTYPE_DIRT, m_player, m_block);
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
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m_world.Update(m_renderCount, m_badHitCount, m_player, all, m_shader01, m_textureAtlas, m_perlin, m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawHud(elapsedTime);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (m_player.GetPosition().y < -20.f)
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m_player = Player(Vector3f(0, CHUNK_SIZE_Y + 1.8f, 0)); // Respawn si le bonho- joueur tombe en bas du monde.
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}
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void Engine::KeyPressEvent(unsigned char key) {
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switch (key) {
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case 36: // ESC
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m_world.CleanUpWorld(m_renderCount, true);
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for (int x = 0; x < WORLD_SIZE_X; ++x) // Les destructeurs de Chunks ont de la mis<69>re je les aide un peu!
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for (int y = 0; y < WORLD_SIZE_Y; ++y)
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if (m_world.GetChunks().Get(x,y))
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m_world.GetChunks().Get(x, y)->~Chunk();
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m_world.GetChunks().Reset(nullptr); // Hack cheap qui emp<6D>che d'avoir une exception en sortant du jeu
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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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case 12: // M - Ignorer
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case 17: // R - 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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switch (key) {
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case 12:
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m_audio.ToggleMusicState();
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break;
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case 17:
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m_isSkybox = !m_isSkybox;
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break;
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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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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 d<>j<EFBFBD> centr<74>e
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// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
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// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re 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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switch (button) {
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case MOUSE_BUTTON_LEFT:
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m_mouseL = true;
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break;
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case MOUSE_BUTTON_RIGHT:
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m_mouseR = true;
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break;
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case MOUSE_BUTTON_MIDDLE:
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m_mouseC = true;
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break;
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case MOUSE_BUTTON_WHEEL_UP:
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m_mouseWU = true;
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break;
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case MOUSE_BUTTON_WHEEL_DOWN:
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m_mouseWD = true;
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break;
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case MOUSE_BUTTON_NONE: break;
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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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switch (button) {
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case MOUSE_BUTTON_LEFT:
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m_mouseL = false;
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m_block = false;
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break;
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case MOUSE_BUTTON_RIGHT:
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m_mouseR = false;
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m_block = false;
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break;
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case MOUSE_BUTTON_MIDDLE:
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m_mouseC = false;
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break;
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case MOUSE_BUTTON_WHEEL_UP:
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m_mouseWU = false;
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break;
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case MOUSE_BUTTON_WHEEL_DOWN:
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m_mouseWD = false;
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break;
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case MOUSE_BUTTON_NONE: break;
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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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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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