119 lines
3.7 KiB
C++
119 lines
3.7 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window.hpp>
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#include <fstream>
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Application exit code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Create the main window
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sf::Window App(sf::VideoMode(640, 480, 32), "SFML Window");
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// Create a clock for measuring the time elapsed
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sf::Clock Clock;
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// Set the color and depth clear values
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glClearDepth(1.f);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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// Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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// Setup a perspective projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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// Start the game loop
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while (App.IsOpened())
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{
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// Process events
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sf::Event Event;
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while (App.GetEvent(Event))
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{
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// Close window : exit
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if (Event.Type == sf::Event::Closed)
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App.Close();
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// Escape key : exit
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if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
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App.Close();
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// Resize event : adjust viewport
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if (Event.Type == sf::Event::Resized)
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glViewport(0, 0, Event.Size.Width, Event.Size.Height);
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}
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// Set the active window before using OpenGL commands
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// It's useless here because the active window is always the same,
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// but don't forget it if you use multiple windows
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App.SetActive();
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// Clear color and depth buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.f, 0.f, -200.f);
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glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
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glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
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glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
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// Draw a cube
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glBegin(GL_QUADS);
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glColor3f(1.f, 0.f, 0.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glColor3f(1.f, 0.f, 0.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 1.f, 0.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glColor3f(0.f, 1.f, 0.f);
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glVertex3f(50.f, -50.f, -50.f);
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glVertex3f(50.f, 50.f, -50.f);
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glVertex3f(50.f, 50.f, 50.f);
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glVertex3f(50.f, -50.f, 50.f);
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glColor3f(0.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 0.f, 1.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glEnd();
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// Finally, display the rendered frame on screen
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App.Display();
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}
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return EXIT_SUCCESS;
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}
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