SFML/examples/opengl/OpenGL.cpp

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
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// Some platform-specific stuff
#ifdef SFML_OPENGL_ES
#define glClearDepth glClearDepthf
#define glFrustum glFrustumf
#define gluBuild2DMipmaps(target, internalFormat, width, height, format, type, pixels) \
glTexImage2D(target, 0, internalFormat, width, height, 0, format, type, pixels); \
glGenerateMipmapOES(GL_TEXTURE_2D);
#endif
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Request a 32-bits depth buffer when creating the window
sf::ContextSettings contextSettings;
contextSettings.depthBits = 32;
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML graphics with OpenGL", sf::Style::Default, contextSettings);
window.setVerticalSyncEnabled(true);
// Make it the active window for OpenGL calls
window.setActive();
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// Create a sprite for the background
sf::Texture backgroundTexture;
if (!backgroundTexture.loadFromFile("resources/background.jpg"))
return EXIT_FAILURE;
sf::Sprite background(backgroundTexture);
// Create some text to draw on top of our OpenGL object
sf::Font font;
if (!font.loadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
sf::Text text("SFML / OpenGL demo", font);
text.setColor(sf::Color(255, 255, 255, 170));
text.setPosition(250.f, 450.f);
// Load an OpenGL texture.
// We could directly use a sf::Texture as an OpenGL texture (with its Bind() member function),
// but here we want more control on it (generate mipmaps, ...) so we create a new one from an image
GLuint texture = 0;
{
sf::Image image;
if (!image.loadFromFile("resources/texture.jpg"))
return EXIT_FAILURE;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getSize().x, image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(1.f);
// Disable lighting
glDisable(GL_LIGHTING);
// 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;
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
// Bind the texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
GLfloat cube[] =
{
// positions // texture coordinates
-20, -20, -20, 0, 0,
-20, 20, -20, 1, 0,
-20, -20, 20, 0, 1,
-20, -20, 20, 0, 1,
-20, 20, -20, 1, 0,
-20, 20, 20, 1, 1,
20, -20, -20, 0, 0,
20, 20, -20, 1, 0,
20, -20, 20, 0, 1,
20, -20, 20, 0, 1,
20, 20, -20, 1, 0,
20, 20, 20, 1, 1,
-20, -20, -20, 0, 0,
20, -20, -20, 1, 0,
-20, -20, 20, 0, 1,
-20, -20, 20, 0, 1,
20, -20, -20, 1, 0,
20, -20, 20, 1, 1,
-20, 20, -20, 0, 0,
20, 20, -20, 1, 0,
-20, 20, 20, 0, 1,
-20, 20, 20, 0, 1,
20, 20, -20, 1, 0,
20, 20, 20, 1, 1,
-20, -20, -20, 0, 0,
20, -20, -20, 1, 0,
-20, 20, -20, 0, 1,
-20, 20, -20, 0, 1,
20, -20, -20, 1, 0,
20, 20, -20, 1, 1,
-20, -20, 20, 0, 0,
20, -20, 20, 1, 0,
-20, 20, 20, 0, 1,
-20, 20, 20, 0, 1,
20, -20, 20, 1, 0,
20, 20, 20, 1, 1
};
// Enable position and texture coordinates vertex components
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), cube);
glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), cube + 3);
// Disable normal and color vertex components
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// Create a clock for measuring the time elapsed
sf::Clock clock;
// Start 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();
// Adjust the viewport when the window is resized
if (event.type == sf::Event::Resized)
glViewport(0, 0, event.size.width, event.size.height);
}
// Draw the background
window.pushGLStates();
window.draw(background);
window.popGLStates();
// Clear the depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
float x = sf::Mouse::getPosition(window).x * 200.f / window.getSize().x - 100.f;
float y = -sf::Mouse::getPosition(window).y * 200.f / window.getSize().y + 100.f;
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x, y, -100.f);
glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f);
// Draw the cube
glDrawArrays(GL_TRIANGLES, 0, 36);
// Draw some text on top of our OpenGL object
window.pushGLStates();
window.draw(text);
window.popGLStates();
// Finally, display the rendered frame on screen
window.display();
}
// Don't forget to destroy our texture
glDeleteTextures(1, &texture);
return EXIT_SUCCESS;
}