#include "SceneOpenGL.h" SceneOpenGL::SceneOpenGL(std::string titre, int largeur, int hauteur) : m_titreFenetre(titre), m_largeurFenetre(largeur), m_hauteurFenetre(hauteur), m_fenetre(0), m_contexteOpenGL(0) { } SceneOpenGL::~SceneOpenGL() { SDL_GL_DeleteContext(m_contexteOpenGL); SDL_DestroyWindow(m_fenetre); SDL_Quit(); } bool SceneOpenGL::initialiserFenetre() { // Initialisation de la SDL if(SDL_Init(SDL_INIT_VIDEO) < 0) { std::cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << std::endl; SDL_Quit(); return false; } // Version d'OpenGL SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); // Double Buffer SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); // Création de la fenêtre m_fenetre = SDL_CreateWindow(m_titreFenetre.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, m_largeurFenetre, m_hauteurFenetre, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL); if(m_fenetre == 0) { std::cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << std::endl; SDL_Quit(); return false; } // Création du contexte OpenGL m_contexteOpenGL = SDL_GL_CreateContext(m_fenetre); if(m_contexteOpenGL == 0) { std::cout << SDL_GetError() << std::endl; SDL_DestroyWindow(m_fenetre); SDL_Quit(); return false; } return true; } bool SceneOpenGL::initGL() { glEnable(GL_DEPTH_TEST); return true; } void SceneOpenGL::bouclePrincipale() { /// Variables //Gestion du temps unsigned int frameRate (1000 / 50);//50fps Uint32 debutBoucle(0), finBoucle(0), tempsEcoule(0); //Objets Caisse monoCube(2.2,"Shaders/texture.vert","Shaders/texture.frag","Textures/planks.bmp"); //Matrices glm::mat4 projection; glm::mat4 modelView(1.0); glm::mat4 originSave(1.0); glm::mat4 sauvegarde(1.0);//Pour sauvegarder modelView float rotation(0.0); float acceleration(0.0); //Vecteurs glm::vec3 posYeux(5.0,5.0,5.0); glm::vec3 focus(0.0,0.0,0.0); glm::vec3 axeY(0.0,1.0,0.0); glm::vec3 axeZ(0.0,0.0,1.0); ///Texture Surface3D sol(15.0, 15.0, "Shaders/texture.vert", "Shaders/texture.frag", "Textures/stonebrick.bmp",4.0); ///Initialisation projection = glm::perspective(70.0, (double) m_largeurFenetre / m_hauteurFenetre, 1.0, 100.0); /// Boucle principale bool terminer(false); while(!m_input.terminer() && !terminer) { // Amorce boucle debutBoucle = SDL_GetTicks(); // Gestion des évènements m_input.updateEvenements(); terminer = m_input.getTouche(SDL_SCANCODE_ESCAPE); if (m_input.getTouche(SDL_SCANCODE_RIGHT)) acceleration+=0.05; if (m_input.getTouche(SDL_SCANCODE_LEFT)) acceleration-=0.05; rotation+=acceleration; acceleration*=0.99; if (rotation>=360.0) rotation-=360.0; // Nettoyage glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); originSave = modelView = glm::lookAt(posYeux,focus,axeY); //Rotation générale modelView = glm::rotate(modelView, rotation, axeY); ///Cube 1 //Save sauvegarde = modelView; //Transformations modelView = glm::translate(modelView, glm::vec3(-2.5,0.0,0.0)); modelView = glm::rotate(modelView, rotation, axeZ); modelView = glm::rotate(modelView, 2*rotation, axeY); //Afficher monoCube.afficher(projection,modelView); //Restauration modelView = sauvegarde; ///Cube 2 //Transformations modelView = glm::translate(modelView, glm::vec3(2.5,0.0,0.0)); modelView = glm::rotate(modelView, 2*rotation, axeY); //Afficher monoCube.afficher(projection,modelView); ///Texture //Config initiale modelView = originSave; modelView = glm::translate(modelView, glm::vec3(0.0,-1.1,0.0)); modelView = glm::rotate(modelView, -rotation, axeY); sol.afficher(projection,modelView); // Actualisation de la fenêtre SDL_GL_SwapWindow(m_fenetre); /// Temps // Calcul du temps écoulé finBoucle = SDL_GetTicks(); tempsEcoule = finBoucle - debutBoucle; // Si nécessaire, on met en pause le programme if(tempsEcoule < frameRate) SDL_Delay(frameRate - tempsEcoule); } }