a991fe8e4d
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1550 4e206d99-4929-0410-ac5d-dfc041789085
200 lines
5.9 KiB
C++
200 lines
5.9 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 <X11/Xlib.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <iostream>
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////////////////////////////////////////////////////////////
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/// Initialize OpenGL states into the specified view
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///
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/// \param Window : Target window to initialize
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///
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////////////////////////////////////////////////////////////
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void Initialize(sf::Window& window)
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{
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// Activate the window
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window.SetActive();
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// Setup OpenGL states
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// Set color and depth clear value
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glClearDepth(1.f);
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glClearColor(0.f, 0.5f, 0.5f, 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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}
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////////////////////////////////////////////////////////////
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/// Draw the OpenGL scene (a rotating cube) into
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/// the specified view
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///
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/// \param Window : Target window for rendering
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/// \param ElapsedTime : Time elapsed since the last draw
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///
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////////////////////////////////////////////////////////////
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void Draw(sf::Window& window, float elapsedTime)
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{
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// Activate the window
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window.SetActive();
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// Clear color and depth buffers
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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(elapsedTime * 50, 1.f, 0.f, 0.f);
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glRotatef(elapsedTime * 30, 0.f, 1.f, 0.f);
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glRotatef(elapsedTime * 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, 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(1.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, 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, 1.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(1.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(1.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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}
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Error code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Open a connection with the X server
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Display* display = XOpenDisplay(NULL);
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if (!display)
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return EXIT_FAILURE;
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// Get the default screen
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int screen = DefaultScreen(display);
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// Let's create the main window
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XSetWindowAttributes attributes;
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attributes.background_pixel = BlackPixel(display, screen);
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attributes.event_mask = KeyPressMask;
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Window window = XCreateWindow(display, RootWindow(display, screen),
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0, 0, 650, 330, 0,
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DefaultDepth(display, screen),
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InputOutput,
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DefaultVisual(display, screen),
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CWBackPixel | CWEventMask, &attributes);
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if (!window)
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return EXIT_FAILURE;
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// Set the window's name
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XStoreName(display, window , "SFML Window");
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// Let's create the windows which will serve as containers for our SFML views
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Window view1 = XCreateWindow(display, window,
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10, 10, 310, 310, 0,
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DefaultDepth(display, screen),
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InputOutput,
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DefaultVisual(display, screen),
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0, NULL);
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Window view2 = XCreateWindow(display, window,
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330, 10, 310, 310, 0,
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DefaultDepth(display, screen),
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InputOutput,
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DefaultVisual(display, screen),
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0, NULL);
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// Show our windows
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XMapWindow(display, window);
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XFlush(display);
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// Create our SFML views
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sf::Window SFMLView1(view1);
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sf::Window SFMLView2(view2);
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// Create a clock for measuring elapsed time
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sf::Clock clock;
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// Initialize our views
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Initialize(SFMLView1);
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Initialize(SFMLView2);
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// Start the event loop
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bool running = true;
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while (running)
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{
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while (XPending(display))
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{
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// Get the next pending event
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XEvent event;
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XNextEvent(display, &event);
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// Process it
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switch (event.type)
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{
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// Any key is pressed : quit
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case KeyPress :
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running = false;
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break;
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}
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}
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// Draw something into our views
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Draw(SFMLView1, clock.GetElapsedTime());
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Draw(SFMLView2, clock.GetElapsedTime() * 0.3f);
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// Display the views on screen
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SFMLView1.Display();
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SFMLView2.Display();
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}
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// Close the display
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XCloseDisplay(display);
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return EXIT_SUCCESS;
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}
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