//////////////////////////////////////////////////////////////////////////////// // // Paella // Copyright (C) 2015 - Thomas FORGIONE, Emilie JALRAS, Marion LENFANT, Thierry MALON, Amandine PAILLOUX // Authors : // Thomas FORGIONE // Emilie JALRAS // Marion LENFANT // Thierry MALON // Amandine PAILLOUX // // This file is part of the project Paella // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. //////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Full hd : 1920x1080 constexpr auto WIDTH = 1920; constexpr auto HEIGHT = 1080; template void drawScene(T const& camera, pae::AnimatedMesh const& mesh); int main(int argc, char *argv[]) { std::srand(std::time(nullptr)); // Init mesh pae::Skeleton3D skeleton; if (argc <= 1) { if (!skeleton.loadFromFile("data/skl/dinoplat.skl")) { std::cerr << "Default file not found ! Try with a file..." << std::endl; } } else { auto path = std::string{argv[1]}; if (!skeleton.loadFromFile(path)) { std::cerr << "File " << path << " not found ! Try with another file..." << std::endl; } } sf::Joystick::update(); int joy = -1; for(int i=0; i< sf::Joystick::Count; ++i) { if(sf::Joystick::isConnected(i)) joy = i; } // Camera std::unique_ptr camera; if (joy >= 0) { std::cout << "Joystick detected ! You should now use your controller to move the camera" << std::endl; camera = std::make_unique(joy); } else { std::cout << "No joystick detected ! You should use your keyboard to move the camera" << std::endl; camera = std::make_unique(); } auto mesh = std::make_shared(skeleton); auto menu = pae::Menu{mesh}; // Création de la fenêtre sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), "pae", sf::Style::Fullscreen, sf::ContextSettings(32)); window.setVerticalSyncEnabled(true); window.setMouseCursorVisible(false); //Initialisation du mode 3D glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45,(double)WIDTH/HEIGHT,0.2,3000); // Initialisation de Z-Buffer glEnable(GL_DEPTH_TEST); // Activer les textures glEnable(GL_TEXTURE_2D); // Autoriser la transparence glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Ces 2 lignes améliorent le rendu glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); // On efface le tampon d'affichage glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glFlush(); // la boucle principale auto running = true; auto captureRequired = false; while (running) { // gestion des évènements sf::Event event; while (window.pollEvent(event)) { menu.manageEvent(event); if (event.type == sf::Event::Closed) { // on stoppe le programme running = false; } else if (event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Escape) { running = false; } else if (event.key.code == sf::Keyboard::P) { captureRequired = true; } } else if (event.type == sf::Event::MouseMoved) { // Hum... } else if (event.type == sf::Event::Resized) { // on ajuste le viewport lorsque la fenêtre est redimensionnée glViewport(0, 0, event.size.width, event.size.height); } } // Les trucs qui sont pas des évènements camera->nextStep(WIDTH, HEIGHT); sf::Mouse::setPosition(sf::Vector2i{WIDTH/2, HEIGHT/2}); // Dessin de la scene drawScene(camera, *mesh); window.draw(menu); if (captureRequired) { sf::Vector2u windowSize = window.getSize(); sf::Texture texture; texture.create(windowSize.x, windowSize.y); texture.update(window); sf::Image screenshot = texture.copyToImage(); screenshot.saveToFile("capture.jpg"); captureRequired = false; } // Draw the texts // termine la trame courante (en interne, échange les deux tampons de rendu) window.display(); } // libération des ressources... return 0; } template void drawScene(T const& camera, pae::AnimatedMesh const& mesh) { // Initialisation glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Position Camera gluLookAt(positionCamera, positionCible, vecteurVertical) camera->look(); glBegin(GL_LINES); glColor3f(1,0,0); glVertex3f(0,0,0); glVertex3f(1,0,0); glColor3f(0,1,0); glVertex3f(0,0,0); glVertex3f(0,1,0); glColor3f(0,0,1); glVertex3f(0,0,0); glVertex3f(0,0,1); glEnd(); // Dessin de carrés mesh.draw(); // MAJ de l'écran glFlush(); }