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Intro.cpp
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#include "Intro.h"
Repere Intro::obs;
float Intro::aX=0.;
float Intro::aY=0.;
float Intro::aZ=0.;
float Intro::aR=0.;
float Intro::aT=0.;
float Intro::aL=0.;
//Sprite oeil logo Mankind:
float Intro::mkdX=688./1280.;
float Intro::mkdY=(720.-301.5)/720.;
float Intro::mkdsX=40./30.;
float Intro::mkdsY=8./31.;
//Commandes clavier:
bool Intro::dep_droite=false;
bool Intro::dep_gauche=false;
bool Intro::dep_haut=false;
bool Intro::dep_bas=false;
bool Intro::dep_avant=false;
bool Intro::dep_arriere=false;
bool Intro::rot_droite=false;
bool Intro::rot_gauche=false;
bool Intro::rot_haut=false;
bool Intro::rot_bas=false;
bool Intro::rot_r_gauche=false;
bool Intro::rot_r_droite=false;
int Intro::depId=1;
float Intro::nebuleuseH=0.5;
float Intro::nebuleuseR=0.;
float Intro::C_amb[4]={0.,0.,0.,1.};
float Intro::L1_intensite=1.;
float Intro::L1_couleur[3]={223./255.,253./255.,255./255.};
Champ_Etoiles* Intro::starfield=NULL;
bool Intro::init_scene()
{
starfield=new Champ_Etoiles();
vec3f v(0.,0.,0.1);
starfield->initialise(
5000.,1000.,1000.,
2000,
GVars::etoile_01,
50.,
1.,0.75,&v,1.);
/*
float p_profondeur,
float p_largeur,
float p_hauteur,
unsigned int p_nbr_etoiles,
Image *p_image,
float echelle,
float p_alpha,
float p_vitesse_rotation,
vec3f *p_vitesse,
float masse //Masse des étoiles
*/
if(starfield->erreur!=0) return false;
GVars::spritesDemo->determine_alpha_sprite(SPR_OEILLOGO,0.);
GVars::spritesDemo->determine_alpha_sprite(SPR_LOGO_MKD,0.);
GVars::spritesDemo->determine_alpha_sprite(SPR_NEBULEUSE,0.);
return true;
}
void Intro::detruit_scene()
{
}
void Intro::clavier(int key,bool etat)
{
if(!GVars::editionTrajectoire)
{
switch (key)
{
case GLFW_KEY_RIGHT:dep_droite=etat;break;
case GLFW_KEY_LEFT:dep_gauche=etat;break;
case GLFW_KEY_UP:dep_avant=etat ;break;
case GLFW_KEY_DOWN:dep_arriere=etat;break;
case GLFW_KEY_PAGE_UP:dep_haut=etat ;break;
case GLFW_KEY_PAGE_DOWN:dep_bas=etat;break;
case GLFW_KEY_KP_1:rot_r_gauche=etat;break;
case GLFW_KEY_KP_3:rot_r_droite=etat;break;
case GLFW_KEY_KP_4:rot_gauche=etat;break;
case GLFW_KEY_KP_6:rot_droite=etat;break;
case GLFW_KEY_KP_8:rot_bas=etat;break;
case GLFW_KEY_KP_2:rot_haut=etat;break;
case GLFW_KEY_F1: depId=1;break;
case GLFW_KEY_F2: depId=2;break;
case GLFW_KEY_F3: depId=3;break;
case GLFW_KEY_F4: depId=4;break;
case GLFW_KEY_F5: depId=5;break;
case GLFW_KEY_F12: if(etat)GVars::editionTrajectoire=true;break; //Editeur de trajectoire
}
}
else
{
Volume* cosmo=GVars::cosmo->renvoie_volume_parent();
EditeurTrajectoire::ET_x=cosmo->x;
EditeurTrajectoire::ET_y=cosmo->y;
EditeurTrajectoire::ET_z=cosmo->z;
EditeurTrajectoire::edit_trajectoire(key,etat);
cosmo->x=EditeurTrajectoire::ET_x;
cosmo->y=EditeurTrajectoire::ET_y;
cosmo->z=EditeurTrajectoire::ET_z;
switch (key)
{
case GLFW_KEY_F12: if(etat)GVars::editionTrajectoire=false;break;
case GLFW_KEY_RIGHT:dep_droite=etat;break;
case GLFW_KEY_LEFT:dep_gauche=etat;break;
case GLFW_KEY_UP:dep_avant=etat ;break;
case GLFW_KEY_DOWN:dep_arriere=etat;break;
case GLFW_KEY_PAGE_UP:dep_haut=etat ;break;
case GLFW_KEY_PAGE_DOWN:dep_bas=etat;break;
case GLFW_KEY_KP_1:rot_r_gauche=etat;break;
case GLFW_KEY_KP_3:rot_r_droite=etat;break;
case GLFW_KEY_KP_4:rot_gauche=etat;break;
case GLFW_KEY_KP_6:rot_droite=etat;break;
case GLFW_KEY_KP_8:rot_bas=etat;break;
case GLFW_KEY_KP_2:rot_haut=etat;break;
}
}
}
void Intro::maj_deplacement()
{
float deceleration=0.75;
float acceleration=.05;
float decel_ang=.85;
float accel_ang=0.07;
aX*=deceleration;
aY*=deceleration;
aZ*=deceleration;
aR*=decel_ang;
aT*=decel_ang;
aL*=decel_ang;
if(dep_droite)aX=aX/deceleration+acceleration;
if(dep_gauche)aX=aX/deceleration-acceleration;
if(dep_haut)aY=aY/deceleration+acceleration;
if(dep_bas)aY=aY/deceleration-acceleration;
if(dep_avant)aZ=aZ/deceleration+acceleration;
if(dep_arriere)aZ=aZ/deceleration-acceleration;
if(rot_droite)aL=aL/decel_ang+accel_ang;
if(rot_gauche)aL=aL/decel_ang-accel_ang;
if(rot_bas)aT=aT/decel_ang+accel_ang;
if(rot_haut)aT=aT/decel_ang-accel_ang;
if(rot_r_droite)aR=aR/decel_ang-accel_ang;
if(rot_r_gauche)aR=aR/decel_ang+accel_ang;
if (depId==5)
{
float raX,raZ;
Volume* cosmonaute=GVars::cosmo->renvoie_volume_parent();
//GFunc::rotation_plan(-cosmonaute->l,aX,aZ,raX,raZ);
raX=aX;
raZ=aZ;
cosmonaute->x+=raX/10.;
cosmonaute->y+=aY/10.;
cosmonaute->z-=raZ/10.;
cosmonaute->r+=aR;
cosmonaute->t+=aT;
cosmonaute->l+=aL;
if (GVars::disp_donnees)
{
cout<<"Cosmonaute - X="<<cosmonaute->x<<" Y="<<cosmonaute->y<<" Z="<<cosmonaute->z<<" R="<<cosmonaute->r<<" T="<<cosmonaute->t<<" L="<<cosmonaute->l<<endl;
}
}
GVars::disp_donnees=false;
}
void Intro::init_affiche()
{
}
void Intro::eclairages()
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glDisable(GL_FOG);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, C_amb);
Lumieres::drapeaux_sources=0b11;
Lumieres::lumiere_couleur(GL_LIGHT0,
0.,0.,0.,
L1_couleur[0]*L1_intensite,L1_couleur[1]*L1_intensite,L1_couleur[2]*L1_intensite,
L1_couleur[0]*L1_intensite,L1_couleur[1]*L1_intensite,L1_couleur[2]*L1_intensite);
Lumieres::lumiere_attenuation(GL_LIGHT0,0.0,0.00001,0.);
Lumieres::lumiere_position(GL_LIGHT0,2000.,1000.,-10000.);
Lumieres::lumiere_attenuation(GL_LIGHT1,0.0,0.0,0.);
Lumieres::lumiere_couleur(GL_LIGHT1,
0.,0.,0.,
0.2,0.2,0.25,
0.,0.,0.);
Lumieres::lumiere_infinie_orientation(GL_LIGHT1,0.,0.,1.);
glFogf(GL_FOG_DENSITY,0.); //Pour mes shaders...
}
void Intro::affiche()
{
GVars::spritesDemo->montre_sprite(SPR_NEBULEUSE);
GVars::spritesDemo->determine_position_sprite(SPR_NEBULEUSE,0.66,0.66);
GVars::spritesDemo->determine_rotation_sprite(SPR_NEBULEUSE,nebuleuseR);
GVars::spritesDemo->determine_echelle_sprite(SPR_NEBULEUSE,nebuleuseH);
//GVars::spritesDemo->determine_alpha_sprite(SPR_NEBULEUSE,0.75);
nebuleuseR=45.+0.75*GVars::temps_scene;
nebuleuseH=1.8+.01*GVars::temps_scene;
GVars::spritesDemo->affiche_sprites_2d();
GVars::spritesDemo->cache_sprite(SPR_NEBULEUSE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
glDisable(GL_DEPTH_TEST); //Désactive la prise en compte de la profondeur ("z-buffer")
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
//glCullFace(GL_CCW);
GFunc::vue_perspective(GVars::zMin,GVars::zMax);
starfield->affiche_deplacement_axe_z(10.,GVars::temps_scene,0.);
}
void Intro::render_scene()
{
init_affiche();
affiche();
}