mirror of
https://github.com/SFML/SFML.git
synced 2024-12-11 12:39:15 +08:00
144 lines
5.1 KiB
C++
144 lines
5.1 KiB
C++
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
// Headers
|
||
|
////////////////////////////////////////////////////////////
|
||
|
#include <SFML/Graphics.hpp>
|
||
|
#include <iostream>
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// Entry point of application
|
||
|
///
|
||
|
/// \return Application exit code
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
int main()
|
||
|
{
|
||
|
// Create main window
|
||
|
sf::RenderWindow App(sf::VideoMode(800, 600), "SFML OpenGL");
|
||
|
App.PreserveOpenGLStates(true);
|
||
|
|
||
|
// Create a sprite for the background
|
||
|
sf::Image BackgroundImage;
|
||
|
if (!BackgroundImage.LoadFromFile("datas/opengl/background.jpg"))
|
||
|
return EXIT_FAILURE;
|
||
|
sf::Sprite Background(BackgroundImage);
|
||
|
|
||
|
// Load an OpenGL texture.
|
||
|
// We could directly use a sf::Image 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
|
||
|
GLuint Texture = 0;
|
||
|
{
|
||
|
sf::Image Image;
|
||
|
if (!Image.LoadFromFile("datas/opengl/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 (App.IsOpened())
|
||
|
{
|
||
|
// Process events
|
||
|
sf::Event Event;
|
||
|
while (App.GetEvent(Event))
|
||
|
{
|
||
|
// Close window : exit
|
||
|
if (Event.Type == sf::Event::Closed)
|
||
|
App.Close();
|
||
|
|
||
|
// Escape key : exit
|
||
|
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
|
||
|
App.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 background
|
||
|
App.Draw(Background);
|
||
|
|
||
|
// Clear depth buffer
|
||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
// Apply some transformations
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
glTranslatef(0.f, 0.f, -200.f);
|
||
|
glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
|
||
|
glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
|
||
|
glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
|
||
|
|
||
|
// Draw a cube
|
||
|
glBegin(GL_QUADS);
|
||
|
|
||
|
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
|
||
|
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
|
||
|
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, -50.f);
|
||
|
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
|
||
|
|
||
|
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, 50.f);
|
||
|
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
|
||
|
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
|
||
|
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, 50.f);
|
||
|
|
||
|
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
|
||
|
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
|
||
|
glTexCoord2f(1, 1); glVertex3f(-50.f, 50.f, 50.f);
|
||
|
glTexCoord2f(1, 0); glVertex3f(-50.f, -50.f, 50.f);
|
||
|
|
||
|
glTexCoord2f(0, 0); glVertex3f(50.f, -50.f, -50.f);
|
||
|
glTexCoord2f(0, 1); glVertex3f(50.f, 50.f, -50.f);
|
||
|
glTexCoord2f(1, 1); glVertex3f(50.f, 50.f, 50.f);
|
||
|
glTexCoord2f(1, 0); glVertex3f(50.f, -50.f, 50.f);
|
||
|
|
||
|
glTexCoord2f(0, 1); glVertex3f(-50.f, -50.f, 50.f);
|
||
|
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
|
||
|
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
|
||
|
glTexCoord2f(1, 1); glVertex3f( 50.f, -50.f, 50.f);
|
||
|
|
||
|
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
|
||
|
glTexCoord2f(0, 0); glVertex3f(-50.f, 50.f, -50.f);
|
||
|
glTexCoord2f(1, 0); glVertex3f( 50.f, 50.f, -50.f);
|
||
|
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
|
||
|
|
||
|
glEnd();
|
||
|
|
||
|
// Draw some text on top of our OpenGL object
|
||
|
sf::String Text("This is a rotating cube");
|
||
|
Text.SetPosition(250.f, 300.f);
|
||
|
Text.SetColor(sf::Color(128, 0, 128));
|
||
|
App.Draw(Text);
|
||
|
|
||
|
// Finally, display the rendered frame on screen
|
||
|
App.Display();
|
||
|
}
|
||
|
|
||
|
// Don't forget to destroy our texture
|
||
|
glDeleteTextures(1, &Texture);
|
||
|
|
||
|
return EXIT_SUCCESS;
|
||
|
}
|