//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { // Create the main window sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL", sf::Style::Default, sf::ContextSettings(32)); window.setVerticalSyncEnabled(true); // Create a sprite for the background sf::Texture backgroundTexture; if (!backgroundTexture.loadFromFile("resources/background.jpg")) return EXIT_FAILURE; sf::Sprite background(backgroundTexture); // 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.getWidth(), image.getHeight(), 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); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.f, 1.f, 1.f, 500.f); // Bind our texture glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor4f(1.f, 1.f, 1.f, 1.f); // 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(); // Activate the window before using OpenGL commands. // This is useless here because we have only one window which is // always the active one, but don't forget it if you use multiple windows window.setActive(); // 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 a cube float size = 20.f; glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-size, -size, -size); glTexCoord2f(0, 1); glVertex3f(-size, size, -size); glTexCoord2f(1, 1); glVertex3f( size, size, -size); glTexCoord2f(1, 0); glVertex3f( size, -size, -size); glTexCoord2f(0, 0); glVertex3f(-size, -size, size); glTexCoord2f(0, 1); glVertex3f(-size, size, size); glTexCoord2f(1, 1); glVertex3f( size, size, size); glTexCoord2f(1, 0); glVertex3f( size, -size, size); glTexCoord2f(0, 0); glVertex3f(-size, -size, -size); glTexCoord2f(0, 1); glVertex3f(-size, size, -size); glTexCoord2f(1, 1); glVertex3f(-size, size, size); glTexCoord2f(1, 0); glVertex3f(-size, -size, size); glTexCoord2f(0, 0); glVertex3f(size, -size, -size); glTexCoord2f(0, 1); glVertex3f(size, size, -size); glTexCoord2f(1, 1); glVertex3f(size, size, size); glTexCoord2f(1, 0); glVertex3f(size, -size, size); glTexCoord2f(0, 1); glVertex3f(-size, -size, size); glTexCoord2f(0, 0); glVertex3f(-size, -size, -size); glTexCoord2f(1, 0); glVertex3f( size, -size, -size); glTexCoord2f(1, 1); glVertex3f( size, -size, size); glTexCoord2f(0, 1); glVertex3f(-size, size, size); glTexCoord2f(0, 0); glVertex3f(-size, size, -size); glTexCoord2f(1, 0); glVertex3f( size, size, -size); glTexCoord2f(1, 1); glVertex3f( size, size, size); glEnd(); // Draw some text on top of our OpenGL object window.pushGLStates(); sf::Text text("SFML / OpenGL demo"); text.setColor(sf::Color(255, 255, 255, 170)); text.setPosition(250.f, 450.f); 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; }