//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #define GLAD_GL_IMPLEMENTATION #include #ifdef SFML_SYSTEM_IOS #include #endif #ifndef GL_SRGB8_ALPHA8 #define GL_SRGB8_ALPHA8 0x8C43 #endif std::filesystem::path resourcesDir() { #ifdef SFML_SYSTEM_IOS return ""; #else return "resources"; #endif } //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { bool exit = false; bool sRgb = false; while (!exit) { // Request a 24-bits depth buffer when creating the window sf::ContextSettings contextSettings; contextSettings.depthBits = 24; contextSettings.sRgbCapable = sRgb; // Create the main window sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML graphics with OpenGL", sf::Style::Default, contextSettings); window.setVerticalSyncEnabled(true); // Create a sprite for the background sf::Texture backgroundTexture; backgroundTexture.setSrgb(sRgb); if (!backgroundTexture.loadFromFile(resourcesDir() / "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(resourcesDir() / "tuffy.ttf")) return EXIT_FAILURE; sf::Text text("SFML / OpenGL demo", font); sf::Text sRgbInstructions("Press space to toggle sRGB conversion", font); sf::Text mipmapInstructions("Press return to toggle mipmapping", font); text.setFillColor(sf::Color(255, 255, 255, 170)); sRgbInstructions.setFillColor(sf::Color(255, 255, 255, 170)); mipmapInstructions.setFillColor(sf::Color(255, 255, 255, 170)); text.setPosition({280.f, 450.f}); sRgbInstructions.setPosition({175.f, 500.f}); mipmapInstructions.setPosition({200.f, 550.f}); // Load a texture to apply to our 3D cube sf::Texture texture; if (!texture.loadFromFile(resourcesDir() / "logo.png")) return EXIT_FAILURE; // Attempt to generate a mipmap for our cube texture // We don't check the return value here since // mipmapping is purely optional in this example (void) texture.generateMipmap(); // Make the window the active window for OpenGL calls if (!window.setActive(true)) { std::cerr << "Failed to set window to active" << std::endl; return EXIT_FAILURE; } // Load OpenGL or OpenGL ES entry points using glad #ifdef SFML_OPENGL_ES gladLoadGLES1(reinterpret_cast(sf::Context::getFunction)); #else gladLoadGL(reinterpret_cast(sf::Context::getFunction)); #endif // Enable Z-buffer read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); #ifdef SFML_OPENGL_ES glClearDepthf(1.f); #else glClearDepth(1.f); #endif // Disable lighting glDisable(GL_LIGHTING); // Configure the viewport (the same size as the window) glViewport(0, 0, static_cast(window.getSize().x), static_cast(window.getSize().y)); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLfloat ratio = static_cast(window.getSize().x) / static_cast(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 // Bind the texture glEnable(GL_TEXTURE_2D); sf::Texture::bind(&texture); // Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices) static const 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); // Make the window no longer the active window for OpenGL calls if (!window.setActive(false)) { std::cerr << "Failed to set window to inactive" << std::endl; return EXIT_FAILURE; } // Create a clock for measuring the time elapsed sf::Clock clock; // Flag to track whether mipmapping is currently enabled bool mipmapEnabled = true; // Start game loop while (window.isOpen()) { // Process events for (sf::Event event; window.pollEvent(event);) { // Close window: exit if (event.type == sf::Event::Closed) { exit = true; window.close(); } // Escape key: exit if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { exit = true; window.close(); } // Return key: toggle mipmapping if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Enter)) { if (mipmapEnabled) { // We simply reload the texture to disable mipmapping if (!texture.loadFromFile(resourcesDir() / "logo.png")) return EXIT_FAILURE; mipmapEnabled = false; } else if (texture.generateMipmap()) { mipmapEnabled = true; } } // Space key: toggle sRGB conversion if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space)) { sRgb = !sRgb; window.close(); } // Adjust the viewport when the window is resized if (event.type == sf::Event::Resized) { sf::Vector2u textureSize = backgroundTexture.getSize(); // Make the window the active window for OpenGL calls if (!window.setActive(true)) { std::cerr << "Failed to set window to active" << std::endl; return EXIT_FAILURE; } glViewport(0, 0, static_cast(event.size.width), static_cast(event.size.height)); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLfloat newRatio = static_cast(event.size.width) / static_cast(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 // Make the window no longer the active window for OpenGL calls if (!window.setActive(false)) { std::cerr << "Failed to set window to inactive" << std::endl; return EXIT_FAILURE; } sf::View view; view.setSize(sf::Vector2f(textureSize)); view.setCenter(sf::Vector2f(textureSize) / 2.f); window.setView(view); } } // Draw the background window.pushGLStates(); window.draw(background); window.popGLStates(); // Make the window the active window for OpenGL calls if (!window.setActive(true)) { // On failure, try re-creating the window, as it is intentionally // closed when changing color space. continue; } // Clear the depth buffer glClear(GL_DEPTH_BUFFER_BIT); // We get the position of the mouse cursor (or touch), so that we can move the box accordingly sf::Vector2i pos; #ifdef SFML_SYSTEM_IOS pos = sf::Touch::getPosition(0); #else pos = sf::Mouse::getPosition(window); #endif float x = static_cast(pos.x) * 200.f / static_cast(window.getSize().x) - 100.f; float y = -static_cast(pos.y) * 200.f / static_cast(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); // Make the window no longer the active window for OpenGL calls if (!window.setActive(false)) { std::cerr << "Failed to set window to inactive" << std::endl; return EXIT_FAILURE; } // Draw some text on top of our OpenGL object window.pushGLStates(); window.draw(text); window.draw(sRgbInstructions); window.draw(mipmapInstructions); window.popGLStates(); // Finally, display the rendered frame on screen window.display(); } } return EXIT_SUCCESS; }