//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include // 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(); // 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(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; }