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Copy pathPlaneTakingOff.cpp
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1364 lines (1132 loc) · 39 KB
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#include <GLFW/glfw3.h>
#include <cmath>
#include <cstdlib>
#include <random>
#include <vector>
// ETAT GLOBAL
static float avionX = -1.25f;
static float avionY = -0.46f;
static float avionVX = 0.0f;
static float avionVY = 0.0f;
static float avionAngle = 0.0f;
static int phase = 0;
static float phaseTimer = 0.0f;
static float gearFold = 0.0f;
// Commandes manuelles
static bool commandeAvancer = false;
static bool commandeDecoller = false;
// Camera offset pour suivre l'avion
static float camX = -0.90f;
static float camY = 0.0f;
// Parametres avion
const float RUNWAY_Y = -0.46f;
const float TAXI_SPEED = 0.45f; // Vitesse quand tu appuies sur A
const float ACCEL_RATE = 0.75f; // Acceleration plus rapide au decollage
const float MAX_SPEED = 1.25f; // Vitesse max plus grande
const float CLIMB_VY = 0.42f; // Montee un peu plus rapide
const float CLIMB_ANGLE = 15.0f;
const float LEVEL_OFF_Y = 0.58f; // A partir de cette hauteur, l'avion commence a redevenir droit
const float CLOUD_SPEED = 0.045f;
// Tant que camY est plus petit que cette valeur,
// les montagnes peuvent encore apparaitre dans l'ecran.
// Donc l'avion doit rester penche et continuer de monter.
const float MOUNTAINS_GONE_CAMERA_Y = 1.38f;
// Monde tres large pour eviter le bug noir
static const float WORLD_LEFT = -30.0f;
static const float WORLD_RIGHT = 30.0f;
static const float PI = 3.14159265f;
// Nuages
struct Nuage { float x, y; };
static Nuage nuages[8];
static float nuageOffset = 0.0f;
// Herbe
struct BrinHerbe {
float x;
float yBase;
float hauteur;
float largeur;
float orientation;
float rigidite;
};
static std::vector<BrinHerbe> brinsHerbe;
float ventMagnitude = 0.030f;
float ventLongueurOnde = 7.0f;
float ventPeriode = 1.4f;
float souffleMagnitude = 0.22f;
float souffleLargeur = 0.18f;
float souffleY = -0.66f;
float souffleVitesse = 0.35f;
void cercle(float cx, float cy, float r) {
glBegin(GL_TRIANGLE_FAN);
glVertex2f(cx, cy);
for (int i = 0; i <= 36; i++) {
float a = i * 2.0f * PI / 36;
glVertex2f(cx + cosf(a) * r, cy + sinf(a) * r);
}
glEnd();
}
void dessinerPomme(float x, float y, float r) {
// Pomme rouge
glColor3f(0.75f, 0.02f, 0.02f);
cercle(x, y, r);
// Petit reflet rouge clair
glColor3f(1.0f, 0.18f, 0.14f);
cercle(x - r * 0.30f, y + r * 0.25f, r * 0.35f);
// Tige marron
glColor3f(0.28f, 0.13f, 0.04f);
glLineWidth(2.0f);
glBegin(GL_LINES);
glVertex2f(x, y + r * 0.75f);
glVertex2f(x + r * 0.15f, y + r * 1.45f);
glEnd();
glLineWidth(1.0f);
}
void segmentEnd(float ox, float oy, float angleDeg, float len, float& ex, float& ey) {
float rad = angleDeg * PI / 180.0f;
ex = ox + sinf(rad) * len;
ey = oy - cosf(rad) * len;
}
// ARBRES
void dessinerArbreRealiste(float cx, float baseY, float scale, bool isDark) {
glPushMatrix();
glTranslatef(cx, baseY, 0.0f);
glScalef(scale, scale, 1.0f);
glColor3f(0.35f, 0.20f, 0.12f);
glBegin(GL_POLYGON);
glVertex2f(-0.015f, 0.0f);
glVertex2f(0.015f, 0.0f);
glVertex2f(0.012f, 0.25f);
glVertex2f(-0.012f, 0.25f);
glEnd();
glEnd();
if (isDark) {
glColor3f(0.06f, 0.28f, 0.10f);
glPushMatrix(); glTranslatef(0, 0.18f, 0); glScalef(1.15f, 1, 1); cercle(0, 0, 0.120f); glPopMatrix();
glColor3f(0.08f, 0.32f, 0.12f);
glPushMatrix(); glTranslatef(0, 0.28f, 0); glScalef(1.1f, 0.95f, 1); cercle(0, 0, 0.115f); glPopMatrix();
glColor3f(0.10f, 0.35f, 0.14f);
glPushMatrix(); glTranslatef(0, 0.36f, 0); glScalef(1, 0.85f, 1); cercle(0, 0, 0.100f); glPopMatrix();
glColor3f(0.12f, 0.38f, 0.16f);
glPushMatrix(); glTranslatef(-0.025f, 0.42f, 0); glScalef(0.8f, 0.9f, 1); cercle(0, 0, 0.045f); glPopMatrix();
glColor3f(0.13f, 0.40f, 0.17f);
glPushMatrix(); glTranslatef(0.03f, 0.40f, 0); glScalef(0.75f, 0.85f, 1); cercle(0, 0, 0.042f); glPopMatrix();
}
else {
glColor3f(0.12f, 0.45f, 0.18f);
glPushMatrix(); glTranslatef(0, 0.18f, 0); glScalef(1.15f, 1, 1); cercle(0, 0, 0.120f); glPopMatrix();
glColor3f(0.15f, 0.50f, 0.22f);
glPushMatrix(); glTranslatef(0, 0.28f, 0); glScalef(1.1f, 0.95f, 1); cercle(0, 0, 0.115f); glPopMatrix();
glColor3f(0.18f, 0.54f, 0.26f);
glPushMatrix(); glTranslatef(0, 0.36f, 0); glScalef(1, 0.85f, 1); cercle(0, 0, 0.100f); glPopMatrix();
glColor3f(0.20f, 0.58f, 0.30f);
glPushMatrix(); glTranslatef(-0.025f, 0.42f, 0); glScalef(0.8f, 0.9f, 1); cercle(0, 0, 0.045f); glPopMatrix();
glColor3f(0.22f, 0.60f, 0.32f);
glPushMatrix(); glTranslatef(0.03f, 0.40f, 0); glScalef(0.75f, 0.85f, 1); cercle(0, 0, 0.042f); glPopMatrix();
glColor3f(0.25f, 0.65f, 0.38f);
glBegin(GL_TRIANGLES);
glVertex2f(-0.085f, 0.28f);
glVertex2f(-0.070f, 0.35f);
glVertex2f(-0.065f, 0.25f);
glEnd();
glColor3f(0.23f, 0.62f, 0.35f);
glBegin(GL_TRIANGLES);
glVertex2f(0.085f, 0.26f);
glVertex2f(0.070f, 0.33f);
glVertex2f(0.065f, 0.22f);
glEnd();
}
// POMMES ROUGES SUR L'ARBRE
dessinerPomme(-0.055f, 0.300f, 0.014f);
dessinerPomme(0.045f, 0.310f, 0.014f);
dessinerPomme(-0.020f, 0.395f, 0.013f);
dessinerPomme(0.070f, 0.220f, 0.012f);
dessinerPomme(-0.075f, 0.220f, 0.012f);
dessinerPomme(0.000f, 0.285f, 0.014f);
dessinerPomme(0.000f, 0.18f, 0.013f);
glPopMatrix();
}
// CIEL
void dessinerCiel() {
glBegin(GL_QUADS);
// Degrade du ciel, du bleu profond en haut a un bleu plus clair vers l'horizon
glColor3f(0.05f, 0.23f, 0.43f);
glVertex2f(-1.0f, 1.0f);
glColor3f(0.05f, 0.23f, 0.43f);
glVertex2f(1.0f, 1.0f);
glColor3f(0.10f, 0.43f, 0.66f);
glVertex2f(1.0f, 0.35f);
glColor3f(0.10f, 0.43f, 0.66f);
glVertex2f(-1.0f, 0.35f);
// Degrade de l'horizon vers le sol, du bleu clair vers un bleu tres pale
glColor3f(0.10f, 0.43f, 0.66f);
glVertex2f(-1.0f, 0.35f);
glColor3f(0.10f, 0.43f, 0.66f);
glVertex2f(1.0f, 0.35f);
glColor3f(0.36f, 0.72f, 0.83f);
glVertex2f(1.0f, -0.25f);
glColor3f(0.36f, 0.72f, 0.83f);
glVertex2f(-1.0f, -0.25f);
// Degrade du sol, du bleu pale vers un bleu encore plus pale
glColor3f(0.36f, 0.72f, 0.83f);
glVertex2f(-1.0f, -0.25f);
glColor3f(0.36f, 0.72f, 0.83f);
glVertex2f(1.0f, -0.25f);
glColor3f(0.72f, 0.91f, 0.94f);
glVertex2f(1.0f, -1.0f);
glColor3f(0.72f, 0.91f, 0.94f);
glVertex2f(-1.0f, -1.0f);
glEnd();
}
// NUAGE
void dessinerNuageShape(float x, float y) {
// Un nuage est compose de plusieurs cercles qui se chevauchent pour donner une forme de nuage moelleux
glColor3f(0.85f, 0.87f, 0.90f);
cercle(x - 0.090f, y - 0.015f, 0.035f);
cercle(x - 0.045f, y - 0.020f, 0.045f);
cercle(x + 0.010f, y - 0.022f, 0.055f);
cercle(x + 0.065f, y - 0.018f, 0.045f);
cercle(x + 0.105f, y - 0.012f, 0.032f);
// Des cercles plus clairs par dessus pour donner du volume
glColor3f(0.96f, 0.96f, 0.98f);
cercle(x - 0.080f, y, 0.038f);
cercle(x - 0.030f, y - 0.003f, 0.045f);
cercle(x + 0.030f, y - 0.002f, 0.048f);
cercle(x + 0.085f, y, 0.035f);
// Des cercles encore plus clairs pour les reflets de lumiere
glColor3f(1.0f, 1.0f, 1.0f);
cercle(x - 0.060f, y + 0.020f, 0.045f);
cercle(x - 0.010f, y + 0.032f, 0.058f);
cercle(x + 0.050f, y + 0.022f, 0.048f);
cercle(x - 0.030f, y + 0.030f, 0.020f);
}
// Dessine les nuages en continu qui deplacent lentement vers la gauche pour donner une impression de mouvement dans le ciel
void dessinerNuagesEnContinu() {
const float LOOP_W = 3.2f;
for (int i = 0; i < 8; i++) {
float nx = nuages[i].x - fmodf(nuageOffset, LOOP_W);
while (nx < -1.6f)
nx += LOOP_W;
while (nx > 1.6f)
nx -= LOOP_W;
dessinerNuageShape(nx, nuages[i].y);
}
}
// TRAIN D'ATTERRISSAGE
void dessinerTrain(float t) {
float alpha = 1.0f - t;
if (alpha < 0.01f) return;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Le train d'atterrissage est compose de deux jambes, chacune avec une cuisse et un genou qui se replient pour rentrer dans l'avion
{
float px = -0.090f, py = -0.040f;
float len1 = 0.062f;
float len2 = 0.048f;
float angleCuisse = -90.0f * t;
float angleGenou = 160.0f * t;
float genouX, genouY;
segmentEnd(px, py, angleCuisse, len1, genouX, genouY);
float piedX, piedY;
segmentEnd(genouX, genouY, angleCuisse + angleGenou, len2, piedX, piedY);
glColor4f(0.65f, 0.65f, 0.67f, alpha);
glLineWidth(4.5f);
glBegin(GL_LINES);
glVertex2f(px, py);
glVertex2f(genouX, genouY);
glEnd();
glColor4f(0.58f, 0.58f, 0.60f, alpha);
glLineWidth(3.5f);
glBegin(GL_LINES);
glVertex2f(genouX, genouY);
glVertex2f(piedX, piedY);
glEnd();
glLineWidth(1.0f);
glColor4f(0.08f, 0.08f, 0.08f, alpha);
glPushMatrix();
glTranslatef(piedX, piedY, 0);
cercle(0, 0, 0.017f);
glPopMatrix();
glColor4f(0.55f, 0.55f, 0.58f, alpha);
glPushMatrix();
glTranslatef(piedX, piedY, 0);
cercle(0, 0, 0.008f);
glPopMatrix();
glColor4f(0.70f, 0.70f, 0.72f, alpha);
glPushMatrix();
glTranslatef(genouX, genouY, 0);
cercle(0, 0, 0.008f);
glPopMatrix();
}
// Meme chose pour l'autre jambe du train d'atterrissage
{
float px = 0.235f, py = -0.038f;
float len1 = 0.052f;
float len2 = 0.040f;
float angleCuisse = 95.0f * t;
float angleGenou = -150.0f * t;
float genouX, genouY;
segmentEnd(px, py, angleCuisse, len1, genouX, genouY);
float piedX, piedY;
segmentEnd(genouX, genouY, angleCuisse + angleGenou, len2, piedX, piedY);
glColor4f(0.65f, 0.65f, 0.67f, alpha);
glLineWidth(4.0f);
glBegin(GL_LINES);
glVertex2f(px, py);
glVertex2f(genouX, genouY);
glEnd();
glColor4f(0.58f, 0.58f, 0.60f, alpha);
glLineWidth(3.0f);
glBegin(GL_LINES);
glVertex2f(genouX, genouY);
glVertex2f(piedX, piedY);
glEnd();
glLineWidth(1.0f);
glColor4f(0.08f, 0.08f, 0.08f, alpha);
glPushMatrix();
glTranslatef(piedX, piedY, 0);
cercle(0, 0, 0.015f);
glPopMatrix();
glColor4f(0.55f, 0.55f, 0.58f, alpha);
glPushMatrix();
glTranslatef(piedX, piedY, 0);
cercle(0, 0, 0.007f);
glPopMatrix();
glColor4f(0.70f, 0.70f, 0.72f, alpha);
glPushMatrix();
glTranslatef(genouX, genouY, 0);
cercle(0, 0, 0.007f);
glPopMatrix();
}
glDisable(GL_BLEND);
glLineWidth(1.0f);
}
void dessinerAvion(float px, float py, float angleDeg, float gearFoldT) {
glPushMatrix();
glTranslatef(px, py, 0.0f);
glRotatef(angleDeg, 0.0f, 0.0f, 1.0f);
glScalef(1.55f, 1.55f, 1.0f);
// OMBRE SOUS L'AVION
if (gearFoldT < 0.85f) {
float a = (1.0f - gearFoldT / 0.85f) * 0.25f;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.12f, 0.12f, 0.12f, a);
glPushMatrix();
glTranslatef(0, -0.135f, 0);
glScalef(2.4f, 0.42f, 1);
cercle(0, 0, 0.11f);
glPopMatrix();
glDisable(GL_BLEND);
}
dessinerTrain(gearFoldT);
// AILE ARRIERE / AUTRE COTE DE L'AVION
glColor3f(0.82f, 0.83f, 0.86f);
glBegin(GL_POLYGON);
glVertex2f(0.120f, -0.035f);
glVertex2f(0.000f, -0.037f);
glVertex2f(-0.170f, 0.050f);
glVertex2f(-0.150f, 0.067f);
glVertex2f(0.105f, -0.003f);
glEnd();
glColor3f(0.66f, 0.67f, 0.71f);
glBegin(GL_POLYGON);
glVertex2f(0.090f, -0.023f);
glVertex2f(0.020f, -0.025f);
glVertex2f(-0.120f, 0.040f);
glVertex2f(-0.100f, 0.047f);
glVertex2f(0.085f, -0.010f);
glEnd();
glColor3f(0.96f, 0.96f, 0.98f);
glBegin(GL_POLYGON);
glVertex2f(0.110f, -0.031f);
glVertex2f(0.010f, -0.033f);
glVertex2f(-0.135f, 0.040f);
glVertex2f(-0.110f, 0.037f);
glVertex2f(0.080f, -0.019f);
glEnd();
glColor3f(0.54f, 0.55f, 0.59f);
glLineWidth(1.0f);
glBegin(GL_LINES);
glVertex2f(0.065f, -0.019f);
glVertex2f(-0.105f, 0.041f);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex2f(-0.020f, 0.000f);
glVertex2f(-0.060f, 0.013f);
glVertex2f(-0.095f, 0.030f);
glVertex2f(-0.053f, 0.021f);
glEnd();
glColor3f(0.50f, 0.51f, 0.55f);
glLineWidth(1.0f);
glBegin(GL_LINE_STRIP);
glVertex2f(0.120f, -0.035f);
glVertex2f(0.000f, -0.037f);
glVertex2f(-0.170f, 0.050f);
glVertex2f(-0.150f, 0.067f);
glVertex2f(0.105f, -0.003f);
glEnd();
// CORPS PRINCIPAL DE L'AVION
glColor3f(0.91f, 0.91f, 0.93f);
glBegin(GL_POLYGON);
glVertex2f(-0.365f, 0.000f);
glVertex2f(-0.330f, 0.016f);
glVertex2f(-0.275f, 0.030f);
glVertex2f(-0.185f, 0.038f);
glVertex2f(-0.070f, 0.043f);
glVertex2f(0.060f, 0.043f);
glVertex2f(0.170f, 0.039f);
glVertex2f(0.260f, 0.032f);
glVertex2f(0.315f, 0.023f);
glVertex2f(0.340f, 0.012f);
glVertex2f(0.365f, 0.002f);
glVertex2f(0.385f, -0.012f);
glVertex2f(0.397f, -0.027f);
glVertex2f(0.400f, -0.039f);
glVertex2f(0.393f, -0.050f);
glVertex2f(0.375f, -0.058f);
glVertex2f(0.345f, -0.061f);
glVertex2f(0.305f, -0.058f);
glVertex2f(0.215f, -0.052f);
glVertex2f(0.095f, -0.047f);
glVertex2f(-0.045f, -0.043f);
glVertex2f(-0.180f, -0.039f);
glVertex2f(-0.295f, -0.030f);
glVertex2f(-0.360f, -0.014f);
glEnd();
// PARTIE CLAIRE EN HAUT DU FUSELAGE
glColor3f(0.98f, 0.98f, 0.99f);
glBegin(GL_POLYGON);
glVertex2f(-0.260f, 0.018f);
glVertex2f(-0.100f, 0.031f);
glVertex2f(0.120f, 0.033f);
glVertex2f(0.270f, 0.025f);
glVertex2f(0.315f, 0.015f);
glVertex2f(0.210f, 0.012f);
glVertex2f(0.030f, 0.015f);
glVertex2f(-0.160f, 0.014f);
glEnd();
// OMBRE SOUS LE FUSELAGE
glColor3f(0.76f, 0.76f, 0.78f);
glBegin(GL_POLYGON);
glVertex2f(-0.280f, -0.026f);
glVertex2f(-0.080f, -0.038f);
glVertex2f(0.130f, -0.044f);
glVertex2f(0.270f, -0.052f);
glVertex2f(0.382f, -0.058f);
glVertex2f(0.345f, -0.061f);
glVertex2f(0.100f, -0.049f);
glVertex2f(-0.120f, -0.043f);
glVertex2f(-0.300f, -0.031f);
glEnd();
// NEZ CLAIR
glColor3f(0.97f, 0.97f, 0.98f);
glBegin(GL_POLYGON);
glVertex2f(0.305f, 0.018f);
glVertex2f(0.340f, 0.010f);
glVertex2f(0.365f, -0.002f);
glVertex2f(0.386f, -0.017f);
glVertex2f(0.395f, -0.030f);
glVertex2f(0.388f, -0.038f);
glVertex2f(0.360f, -0.025f);
glVertex2f(0.325f, 0.000f);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
glTranslatef(0.377f, -0.023f, 0.0f);
glScalef(1.00f, 0.50f, 1.0f);
cercle(0, 0, 0.006f);
glPopMatrix();
glColor3f(1.0f, 0.74f, 0.78f);
glPushMatrix();
glTranslatef(0.360f, -0.044f, 0.0f);
glScalef(0.90f, 0.45f, 1.0f);
cercle(0, 0, 0.005f);
glPopMatrix();
glColor3f(0.70f, 0.71f, 0.74f);
glBegin(GL_POLYGON);
glVertex2f(0.310f, -0.049f);
glVertex2f(0.350f, -0.056f);
glVertex2f(0.382f, -0.058f);
glVertex2f(0.345f, -0.061f);
glVertex2f(0.305f, -0.058f);
glEnd();
// COCKPIT
glColor3f(0.07f, 0.25f, 0.42f);
glBegin(GL_POLYGON);
glVertex2f(0.190f, 0.020f);
glVertex2f(0.255f, 0.026f);
glVertex2f(0.315f, 0.020f);
glVertex2f(0.355f, -0.001f);
glVertex2f(0.338f, -0.023f);
glVertex2f(0.278f, -0.024f);
glVertex2f(0.228f, 0.006f);
glEnd();
glColor3f(0.45f, 0.75f, 0.96f);
glBegin(GL_POLYGON);
glVertex2f(0.220f, 0.017f);
glVertex2f(0.275f, 0.020f);
glVertex2f(0.312f, 0.011f);
glVertex2f(0.285f, 0.000f);
glVertex2f(0.238f, 0.005f);
glEnd();
glColor3f(0.72f, 0.90f, 1.0f);
glBegin(GL_TRIANGLES);
glVertex2f(0.303f, 0.013f);
glVertex2f(0.345f, -0.002f);
glVertex2f(0.318f, -0.010f);
glEnd();
glColor3f(0.03f, 0.12f, 0.20f);
glLineWidth(1.4f);
glBegin(GL_LINES);
glVertex2f(0.255f, 0.025f);
glVertex2f(0.278f, -0.024f);
glVertex2f(0.315f, 0.020f);
glVertex2f(0.313f, -0.024f);
glEnd();
// CONTOUR DU NEZ
glColor3f(0.62f, 0.63f, 0.66f);
glLineWidth(1.1f);
glBegin(GL_LINE_STRIP);
glVertex2f(0.340f, 0.012f);
glVertex2f(0.365f, 0.002f);
glVertex2f(0.385f, -0.012f);
glVertex2f(0.397f, -0.027f);
glVertex2f(0.400f, -0.039f);
glVertex2f(0.393f, -0.050f);
glVertex2f(0.375f, -0.058f);
glEnd();
// AILE AVANT / COTE VISIBLE DE L'AVION
// Avancée un peu et abaissée
glColor3f(0.84f, 0.85f, 0.87f);
glBegin(GL_POLYGON);
glVertex2f(0.135f, -0.024f);
glVertex2f(0.000f, -0.026f);
glVertex2f(-0.145f, -0.085f);
glVertex2f(-0.120f, -0.100f);
glVertex2f(0.120f, -0.060f);
glEnd();
glColor3f(0.68f, 0.69f, 0.72f);
glBegin(GL_POLYGON);
glVertex2f(0.100f, -0.040f);
glVertex2f(0.025f, -0.040f);
glVertex2f(-0.100f, -0.078f);
glVertex2f(-0.080f, -0.086f);
glVertex2f(0.095f, -0.056f);
glEnd();
glColor3f(0.96f, 0.96f, 0.97f);
glBegin(GL_POLYGON);
glVertex2f(0.125f, -0.026f);
glVertex2f(0.010f, -0.028f);
glVertex2f(-0.115f, -0.076f);
glVertex2f(-0.090f, -0.074f);
glVertex2f(0.085f, -0.040f);
glEnd();
glColor3f(0.55f, 0.56f, 0.60f);
glLineWidth(1.0f);
glBegin(GL_LINES);
glVertex2f(0.065f, -0.046f);
glVertex2f(-0.090f, -0.080f);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex2f(-0.015f, -0.055f);
glVertex2f(-0.050f, -0.064f);
glVertex2f(-0.080f, -0.076f);
glVertex2f(-0.045f, -0.070f);
glEnd();
glColor3f(0.50f, 0.51f, 0.55f);
glLineWidth(1.0f);
glBegin(GL_LINE_STRIP);
glVertex2f(0.135f, -0.024f);
glVertex2f(0.000f, -0.026f);
glVertex2f(-0.145f, -0.085f);
glVertex2f(-0.120f, -0.100f);
glVertex2f(0.120f, -0.060f);
glEnd();
// FENETRES PASSAGERS
for (int i = 0; i < 11; i++) {
float wx = -0.120f + i * 0.026f;
glColor3f(0.08f, 0.28f, 0.45f);
glPushMatrix();
glTranslatef(wx, 0.006f, 0);
glScalef(1.35f, 0.78f, 1);
cercle(0, 0, 0.0054f);
glPopMatrix();
glColor3f(0.70f, 0.88f, 0.98f);
glPushMatrix();
glTranslatef(wx - 0.0015f, 0.008f, 0);
glScalef(0.65f, 0.34f, 1);
cercle(0, 0, 0.0030f);
glPopMatrix();
}
// PORTE AVANT
glColor3f(0.66f, 0.67f, 0.70f);
glLineWidth(1.2f);
glBegin(GL_LINE_LOOP);
glVertex2f(0.160f, 0.020f);
glVertex2f(0.185f, 0.018f);
glVertex2f(0.188f, -0.028f);
glVertex2f(0.160f, -0.031f);
glEnd();
// QUEUE VERTICALE
glColor3f(0.93f, 0.93f, 0.95f);
glBegin(GL_POLYGON);
glVertex2f(-0.330f, 0.006f);
glVertex2f(-0.250f, 0.020f);
glVertex2f(-0.225f, 0.120f);
glVertex2f(-0.285f, 0.102f);
glVertex2f(-0.335f, 0.052f);
glEnd();
glColor3f(0.74f, 0.75f, 0.78f);
glBegin(GL_TRIANGLES);
glVertex2f(-0.300f, 0.020f);
glVertex2f(-0.245f, 0.098f);
glVertex2f(-0.270f, 0.020f);
glEnd();
glColor3f(0.99f, 0.99f, 1.0f);
glBegin(GL_POLYGON);
glVertex2f(-0.315f, 0.040f);
glVertex2f(-0.285f, 0.096f);
glVertex2f(-0.245f, 0.105f);
glVertex2f(-0.270f, 0.090f);
glVertex2f(-0.305f, 0.042f);
glEnd();
glPopMatrix();
}
// HERBE
float bruit01(float n) {
return 0.5f + 0.5f * sinf(n * 12.9898f + 78.233f);
}
void initialiserHerbe() {
if (!brinsHerbe.empty()) return;
const int N = 440000;
std::mt19937 gen(1337);
std::uniform_real_distribution<float> distX(WORLD_LEFT, WORLD_RIGHT);
std::uniform_real_distribution<float> distOri(0.0f, PI);
std::uniform_real_distribution<float> distJitter(-0.003f, 0.003f);
std::uniform_real_distribution<float> distRigidite(0.55f, 0.98f);
std::uniform_real_distribution<float> distSelect(0.0f, 1.0f);
brinsHerbe.reserve(N);
for (int i = 0; i < N; ++i) {
const float x = distX(gen);
const bool avant = distSelect(gen) > 0.65f;
const float yMin = avant ? -1.0f : -0.50f;
const float yMax = avant ? -0.80f : -0.26f;
const float y = yMin + (yMax - yMin) * distSelect(gen) + distJitter(gen);
const float base = 0.006f + 0.016f * bruit01(x * 31.0f + y * 57.0f + i * 0.13f);
const float h = avant ? (base * 1.4f + 0.005f) : base;
BrinHerbe b;
b.x = x + distJitter(gen);
b.yBase = y;
b.hauteur = h;
b.largeur = 0.002f + 0.002f * bruit01(i * 0.87f);
b.orientation = distOri(gen);
b.rigidite = distRigidite(gen);
brinsHerbe.push_back(b);
}
}
void dessinerHerbeRealiste() {
glBegin(GL_QUADS);
glColor3f(0.30f, 0.66f, 0.43f);
glVertex2f(WORLD_LEFT, -0.40f);
glVertex2f(WORLD_RIGHT, -0.40f);
glColor3f(0.18f, 0.48f, 0.30f);
glVertex2f(WORLD_RIGHT, -0.50f);
glVertex2f(WORLD_LEFT, -0.50f);
glColor3f(0.24f, 0.58f, 0.35f);
glVertex2f(WORLD_LEFT, -0.80f);
glVertex2f(WORLD_RIGHT, -0.80f);
glColor3f(0.10f, 0.34f, 0.18f);
glVertex2f(WORLD_RIGHT, -1.00f);
glVertex2f(WORLD_LEFT, -1.00f);
glColor3f(0.24f, 0.58f, 0.35f);
glVertex2f(WORLD_LEFT, -0.25f);
glVertex2f(WORLD_RIGHT, -0.25f);
glColor3f(0.10f, 0.34f, 0.18f);
glVertex2f(WORLD_RIGHT, -0.40f);
glVertex2f(WORLD_LEFT, -0.40f);
glEnd();
initialiserHerbe();
const float t = (float)glfwGetTime();
const float cycle = fmodf(t * souffleVitesse, 2.8f);
const float sourceX = -1.4f + cycle;
glLineWidth(1.0f);
glBegin(GL_LINES);
for (auto& b : brinsHerbe) {
const float onde = t * ventPeriode + b.x * ventLongueurOnde + b.yBase * 4.0f;
const float vent = sinf(onde) * ventMagnitude * (1.15f - b.rigidite);
const float turb = sinf(onde * 0.7f + b.orientation) * 0.006f;
const float dx = b.x - sourceX;
const float dy = b.yBase - souffleY;
const float atten = expf(-(dx * dx + dy * dy) / (souffleLargeur * souffleLargeur));
const float pulse = 0.7f + 0.3f * sinf(onde * 1.8f + 2.0f);
const float souffle = souffleMagnitude * atten * pulse * (1.12f - b.rigidite);
const float tipX = b.x + cosf(b.orientation) * b.largeur + vent + turb + souffle;
const float tipY = b.yBase + b.hauteur;
if (b.yBase > -0.52f)
glColor3f(0.35f, 0.70f, 0.42f);
else
glColor3f(0.32f, 0.64f, 0.37f);
glVertex2f(b.x, b.yBase);
glColor3f(0.49f, 0.79f, 0.46f);
glVertex2f(tipX, tipY);
}
glEnd();
}
// PISTES
void dessinerPiste1() {
glBegin(GL_QUADS);
glColor3f(0.28f, 0.28f, 0.28f);
glVertex2f(WORLD_LEFT, -0.50f);
glVertex2f(WORLD_RIGHT, -0.50f);
glVertex2f(WORLD_RIGHT, -0.80f);
glVertex2f(WORLD_LEFT, -0.80f);
glEnd();
}
void dessinerPiste2() {
glBegin(GL_QUADS);
glColor3f(0.28f, 0.28f, 0.28f);
glVertex2f(WORLD_LEFT, -0.30f);
glVertex2f(WORLD_RIGHT, -0.30f);
glVertex2f(WORLD_RIGHT, -0.40f);
glVertex2f(WORLD_LEFT, -0.40f);
glEnd();
}
// MONTAGNES REALISTES AVEC NEIGE - VERSION PLUS PETITE
void dessinerMontagnes() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
for (float offset = WORLD_LEFT - 4.0f; offset < WORLD_RIGHT + 4.0f; offset += 3.2f) {
glPushMatrix();
glTranslatef(offset, 0.0f, 0.0f);
glTranslatef(0.0f, -0.55f, 0.0f);
glScalef(1.0f, 0.78f, 1.0f);
glTranslatef(0.0f, 0.55f, 0.0f);
// MONTAGNES LOINTAINES - BLEU/GRIS AVEC BRUME
glBegin(GL_TRIANGLES);
glColor4f(0.50f, 0.58f, 0.64f, 0.35f);
glVertex2f(-1.60f, -0.55f);
glColor4f(0.82f, 0.87f, 0.90f, 0.45f);
glVertex2f(-0.65f, 0.12f);
glColor4f(0.42f, 0.50f, 0.57f, 0.35f);
glVertex2f(0.30f, -0.55f);
glColor4f(0.45f, 0.53f, 0.60f, 0.38f);
glVertex2f(-0.20f, -0.55f);
glColor4f(0.76f, 0.82f, 0.86f, 0.45f);
glVertex2f(0.70f, 0.18f);
glColor4f(0.36f, 0.45f, 0.52f, 0.38f);
glVertex2f(1.65f, -0.55f);
glColor4f(0.44f, 0.52f, 0.59f, 0.35f);
glVertex2f(1.10f, -0.55f);
glColor4f(0.72f, 0.79f, 0.84f, 0.43f);
glVertex2f(2.05f, 0.08f);
glColor4f(0.35f, 0.43f, 0.50f, 0.35f);
glVertex2f(3.10f, -0.55f);
glEnd();
// MONTAGNES PRINCIPALES - FACES GAUCHE/DROITE
glBegin(GL_TRIANGLES);
// Grande montagne gauche - face éclairée
glColor4f(0.34f, 0.38f, 0.40f, 1.0f);
glVertex2f(-1.35f, -0.55f);
glColor4f(0.62f, 0.66f, 0.65f, 1.0f);
glVertex2f(-0.55f, 0.52f);
glColor4f(0.27f, 0.31f, 0.33f, 1.0f);
glVertex2f(-0.30f, -0.55f);
// Grande montagne gauche - face sombre
glColor4f(0.24f, 0.28f, 0.30f, 1.0f);
glVertex2f(-0.30f, -0.55f);
glColor4f(0.50f, 0.54f, 0.54f, 1.0f);
glVertex2f(-0.55f, 0.52f);
glColor4f(0.14f, 0.18f, 0.21f, 1.0f);
glVertex2f(0.60f, -0.55f);
// Montagne centrale - face éclairée
glColor4f(0.36f, 0.40f, 0.41f, 1.0f);
glVertex2f(-0.20f, -0.55f);
glColor4f(0.68f, 0.70f, 0.67f, 1.0f);
glVertex2f(0.75f, 0.62f);
glColor4f(0.30f, 0.34f, 0.35f, 1.0f);
glVertex2f(0.95f, -0.55f);
// Montagne centrale - face sombre
glColor4f(0.25f, 0.29f, 0.31f, 1.0f);
glVertex2f(0.95f, -0.55f);
glColor4f(0.52f, 0.55f, 0.55f, 1.0f);
glVertex2f(0.75f, 0.62f);
glColor4f(0.13f, 0.17f, 0.20f, 1.0f);
glVertex2f(1.80f, -0.55f);
// Montagne droite - face éclairée
glColor4f(0.32f, 0.36f, 0.38f, 1.0f);
glVertex2f(1.15f, -0.55f);
glColor4f(0.58f, 0.61f, 0.60f, 1.0f);
glVertex2f(1.95f, 0.38f);
glColor4f(0.26f, 0.30f, 0.32f, 1.0f);
glVertex2f(2.15f, -0.55f);
// Montagne droite - face sombre
glColor4f(0.22f, 0.26f, 0.28f, 1.0f);
glVertex2f(2.15f, -0.55f);
glColor4f(0.45f, 0.49f, 0.50f, 1.0f);
glVertex2f(1.95f, 0.38f);
glColor4f(0.12f, 0.16f, 0.19f, 1.0f);
glVertex2f(2.95f, -0.55f);
glEnd();
// NEIGE IRREGULIERE SUR LES SOMMETS
// Neige grande montagne gauche
glBegin(GL_TRIANGLE_FAN);
glColor4f(1.00f, 1.00f, 0.96f, 1.0f);
glVertex2f(-0.55f, 0.52f);
glColor4f(0.92f, 0.96f, 1.00f, 1.0f);
glVertex2f(-0.78f, 0.23f);
glVertex2f(-0.66f, 0.18f);
glVertex2f(-0.57f, 0.27f);
glVertex2f(-0.48f, 0.16f);
glVertex2f(-0.36f, 0.25f);
glVertex2f(-0.25f, 0.20f);
glEnd();
// Ombre bleutée dans la neige gauche
glBegin(GL_TRIANGLES);
glColor4f(0.70f, 0.80f, 0.88f, 0.85f);
glVertex2f(-0.55f, 0.52f);
glVertex2f(-0.48f, 0.16f);
glVertex2f(-0.25f, 0.20f);
glEnd();
// Neige montagne centrale
glBegin(GL_TRIANGLE_FAN);
glColor4f(1.00f, 1.00f, 0.97f, 1.0f);
glVertex2f(0.75f, 0.62f);
glColor4f(0.94f, 0.97f, 1.00f, 1.0f);
glVertex2f(0.48f, 0.30f);
glVertex2f(0.58f, 0.22f);
glVertex2f(0.70f, 0.34f);
glVertex2f(0.82f, 0.23f);
glVertex2f(0.95f, 0.35f);
glVertex2f(1.08f, 0.28f);
glEnd();
// Ombre neige centrale
glBegin(GL_TRIANGLES);
glColor4f(0.68f, 0.79f, 0.88f, 0.85f);
glVertex2f(0.75f, 0.62f);
glVertex2f(0.82f, 0.23f);
glVertex2f(1.08f, 0.28f);
glEnd();
// Neige montagne droite
glBegin(GL_TRIANGLE_FAN);
glColor4f(1.00f, 1.00f, 0.97f, 1.0f);
glVertex2f(1.95f, 0.38f);
glColor4f(0.93f, 0.96f, 1.00f, 1.0f);
glVertex2f(1.72f, 0.13f);
glVertex2f(1.82f, 0.08f);
glVertex2f(1.92f, 0.17f);
glVertex2f(2.03f, 0.09f);
glVertex2f(2.17f, 0.15f);
glEnd();
// Ombre neige droite
glBegin(GL_TRIANGLES);
glColor4f(0.68f, 0.78f, 0.86f, 0.80f);
glVertex2f(1.95f, 0.38f);
glVertex2f(2.03f, 0.09f);
glVertex2f(2.17f, 0.15f);
glEnd();
// CRETES / OMBRES DE ROCHES
glBegin(GL_TRIANGLES);
// Crête sombre grande montagne gauche
glColor4f(0.08f, 0.11f, 0.13f, 0.28f);
glVertex2f(-0.55f, 0.47f);
glVertex2f(-0.37f, -0.55f);
glVertex2f(-0.22f, -0.55f);
// Crête claire gauche
glColor4f(0.78f, 0.80f, 0.76f, 0.22f);
glVertex2f(-0.58f, 0.44f);
glVertex2f(-0.95f, -0.20f);
glVertex2f(-0.85f, -0.55f);
// Crête sombre centrale
glColor4f(0.07f, 0.10f, 0.12f, 0.30f);
glVertex2f(0.75f, 0.57f);
glVertex2f(0.98f, -0.55f);
glVertex2f(1.15f, -0.55f);
// Crête claire centrale
glColor4f(0.80f, 0.82f, 0.78f, 0.23f);
glVertex2f(0.72f, 0.56f);