-
Notifications
You must be signed in to change notification settings - Fork 1.7k
/
Window.cpp
176 lines (148 loc) · 5.37 KB
/
Window.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#define GLAD_GL_IMPLEMENTATION
#include "gl.h"
#ifdef SFML_SYSTEM_IOS
#include <SFML/Main.hpp>
#endif
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Request a 24-bits depth buffer when creating the window
sf::ContextSettings contextSettings;
contextSettings.depthBits = 24;
// Create the main window
sf::Window window(sf::VideoMode(640, 480), "SFML window with OpenGL", sf::Style::Default, contextSettings);
// Make it the active window for OpenGL calls
window.setActive();
// Load OpenGL or OpenGL ES entry points using glad
#ifdef SFML_OPENGL_ES
gladLoadGLES1(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#else
gladLoadGL(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#endif
// Set the color and depth clear values
#ifdef SFML_OPENGL_ES
glClearDepthf(1.f);
#else
glClearDepth(1.f);
#endif
glClearColor(0.f, 0.f, 0.f, 1.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Disable lighting and texturing
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
// Configure the viewport (the same size as the window)
glViewport(0, 0, window.getSize().x, window.getSize().y);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y;
#ifdef SFML_OPENGL_ES
glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#endif
// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
GLfloat cube[] =
{
// positions // colors (r, g, b, a)
-50, -50, -50, 0, 0, 1, 1,
-50, 50, -50, 0, 0, 1, 1,
-50, -50, 50, 0, 0, 1, 1,
-50, -50, 50, 0, 0, 1, 1,
-50, 50, -50, 0, 0, 1, 1,
-50, 50, 50, 0, 0, 1, 1,
50, -50, -50, 0, 1, 0, 1,
50, 50, -50, 0, 1, 0, 1,
50, -50, 50, 0, 1, 0, 1,
50, -50, 50, 0, 1, 0, 1,
50, 50, -50, 0, 1, 0, 1,
50, 50, 50, 0, 1, 0, 1,
-50, -50, -50, 1, 0, 0, 1,
50, -50, -50, 1, 0, 0, 1,
-50, -50, 50, 1, 0, 0, 1,
-50, -50, 50, 1, 0, 0, 1,
50, -50, -50, 1, 0, 0, 1,
50, -50, 50, 1, 0, 0, 1,
-50, 50, -50, 0, 1, 1, 1,
50, 50, -50, 0, 1, 1, 1,
-50, 50, 50, 0, 1, 1, 1,
-50, 50, 50, 0, 1, 1, 1,
50, 50, -50, 0, 1, 1, 1,
50, 50, 50, 0, 1, 1, 1,
-50, -50, -50, 1, 0, 1, 1,
50, -50, -50, 1, 0, 1, 1,
-50, 50, -50, 1, 0, 1, 1,
-50, 50, -50, 1, 0, 1, 1,
50, -50, -50, 1, 0, 1, 1,
50, 50, -50, 1, 0, 1, 1,
-50, -50, 50, 1, 1, 0, 1,
50, -50, 50, 1, 1, 0, 1,
-50, 50, 50, 1, 1, 0, 1,
-50, 50, 50, 1, 1, 0, 1,
50, -50, 50, 1, 1, 0, 1,
50, 50, 50, 1, 1, 0, 1,
};
// Enable position and color vertex components
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), cube);
glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), cube + 3);
// Disable normal and texture coordinates vertex components
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Create a clock for measuring the time elapsed
sf::Clock clock;
// Start the game loop
while (window.isOpen())
{
// Process events
sf::Event event;
while (window.pollEvent(event))
{
// Close window: exit
if (event.type == sf::Event::Closed)
window.close();
// Escape key: exit
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
window.close();
// Resize event: adjust the viewport
if (event.type == sf::Event::Resized)
{
glViewport(0, 0, event.size.width, event.size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat newRatio = static_cast<float>(event.size.width) / event.size.height;
#ifdef SFML_OPENGL_ES
glFrustumf(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f);
#endif
}
}
// Clear the color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations to rotate the cube
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(clock.getElapsedTime().asSeconds() * 50, 1.f, 0.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 30, 0.f, 1.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 90, 0.f, 0.f, 1.f);
// Draw the cube
glDrawArrays(GL_TRIANGLES, 0, 36);
// Finally, display the rendered frame on screen
window.display();
}
return EXIT_SUCCESS;
}