//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include //////////////////////////////////////////////////////////// /// Initialize OpenGL states into the specified view /// /// \param Window : Target window to initialize /// //////////////////////////////////////////////////////////// void Initialize(sf::Window& Window) { // Activate the window Window.SetActive(); // Setup OpenGL states // Set color and depth clear value glClearDepth(1.f); glClearColor(0.f, 0.5f, 0.5f, 0.f); // Enable Z-buffer read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.f, 1.f, 1.f, 500.f); } //////////////////////////////////////////////////////////// /// Draw the OpenGL scene (a rotating cube) into /// the specified view /// /// \param Window : Target window for rendering /// \param ElapsedTime : Time elapsed since the last draw /// //////////////////////////////////////////////////////////// void Draw(sf::Window& Window, float ElapsedTime) { // Activate the window Window.SetActive(); // Clear color and depth buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, -200.f); glRotatef(ElapsedTime * 50, 1.f, 0.f, 0.f); glRotatef(ElapsedTime * 30, 0.f, 1.f, 0.f); glRotatef(ElapsedTime * 90, 0.f, 0.f, 1.f); // Draw a cube glBegin(GL_QUADS); glColor3f(1.f, 1.f, 0.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glColor3f(1.f, 1.f, 0.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f( 50.f, 50.f, 50.f); glVertex3f( 50.f, -50.f, 50.f); glColor3f(0.f, 1.f, 1.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glColor3f(0.f, 1.f, 1.f); glVertex3f(50.f, -50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glColor3f(1.f, 0.f, 1.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, 50.f); glColor3f(1.f, 0.f, 1.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, 50.f); glEnd(); } //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Error code /// //////////////////////////////////////////////////////////// int main() { // Open a connection with the X server Display* Disp = XOpenDisplay(NULL); if (!Disp) return EXIT_FAILURE; // Setup OpenGL states // Set color and depth clear value glClearDepth(1.f); glClearColor(0.f, 0.5f, 0.5f, 0.f); // Enable Z-buffer read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.f, 1.f, 1.f, 500.f); // Get the default screen int Screen = DefaultScreen(Disp); // Let's create the main window XSetWindowAttributes Attributes; Attributes.background_pixel = BlackPixel(Disp, Screen); Attributes.event_mask = KeyPressMask; Window Win = XCreateWindow(Disp, RootWindow(Disp, Screen), 0, 0, 650, 330, 0, DefaultDepth(Disp, Screen), InputOutput, DefaultVisual(Disp, Screen), CWBackPixel | CWEventMask, &Attributes); if (!Win) return EXIT_FAILURE; // Set the window's name XStoreName(Disp, Win, "SFML Window"); // Let's create the windows which will serve as containers for our SFML views Window View1 = XCreateWindow(Disp, Win, 10, 10, 310, 310, 0, DefaultDepth(Disp, Screen), InputOutput, DefaultVisual(Disp, Screen), 0, NULL); Window View2 = XCreateWindow(Disp, Win, 330, 10, 310, 310, 0, DefaultDepth(Disp, Screen), InputOutput, DefaultVisual(Disp, Screen), 0, NULL); // Show our windows XMapWindow(Disp, Win); XFlush(Disp); // Create our SFML views sf::Window SFMLView1(View1); sf::Window SFMLView2(View2); // Create a clock for measuring elapsed time sf::Clock Clock; // Initialize our views Initialize(SFMLView1); Initialize(SFMLView2); // Start the event loop bool IsRunning = true; while (IsRunning) { while (XPending(Disp)) { // Get the next pending event XEvent Event; XNextEvent(Disp, &Event); // Process it switch (Event.type) { // Any key is pressed : quit case KeyPress : IsRunning = false; break; } } // Draw something into our views Draw(SFMLView1, Clock.GetElapsedTime()); Draw(SFMLView2, Clock.GetElapsedTime() * 0.3f); // Display the views on screen SFMLView1.Display(); SFMLView2.Display(); } // Close the display XCloseDisplay(Disp); return EXIT_SUCCESS; }