mirror of
https://github.com/SFML/SFML.git
synced 2024-11-29 06:41:05 +08:00
200 lines
5.9 KiB
C++
200 lines
5.9 KiB
C++
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
// Headers
|
||
|
////////////////////////////////////////////////////////////
|
||
|
#include <SFML/Window.hpp>
|
||
|
#include <X11/Xlib.h>
|
||
|
#include <GL/gl.h>
|
||
|
#include <GL/glu.h>
|
||
|
#include <iostream>
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// Initialize OpenGL states into the specified view
|
||
|
///
|
||
|
/// \param Window : Target window to initialize
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
void Initialize(sf::Window& Window)
|
||
|
{
|
||
|
// Activate the window
|
||
|
Window.SetActive();
|
||
|
|
||
|
// Setup OpenGL states
|
||
|
// Set color and depth clear value
|
||
|
glClearDepth(1.f);
|
||
|
glClearColor(0.f, 0.5f, 0.5f, 0.f);
|
||
|
|
||
|
// Enable Z-buffer read and write
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glDepthMask(GL_TRUE);
|
||
|
|
||
|
// Setup a perspective projection
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
gluPerspective(90.f, 1.f, 1.f, 500.f);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// Draw the OpenGL scene (a rotating cube) into
|
||
|
/// the specified view
|
||
|
///
|
||
|
/// \param Window : Target window for rendering
|
||
|
/// \param ElapsedTime : Time elapsed since the last draw
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
void Draw(sf::Window& Window, float ElapsedTime)
|
||
|
{
|
||
|
// Activate the window
|
||
|
Window.SetActive();
|
||
|
|
||
|
// Clear color and depth buffers
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
// Apply some transformations
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
glTranslatef(0.f, 0.f, -200.f);
|
||
|
glRotatef(ElapsedTime * 50, 1.f, 0.f, 0.f);
|
||
|
glRotatef(ElapsedTime * 30, 0.f, 1.f, 0.f);
|
||
|
glRotatef(ElapsedTime * 90, 0.f, 0.f, 1.f);
|
||
|
|
||
|
// Draw a cube
|
||
|
glBegin(GL_QUADS);
|
||
|
|
||
|
glColor3f(1.f, 1.f, 0.f);
|
||
|
glVertex3f(-50.f, -50.f, -50.f);
|
||
|
glVertex3f(-50.f, 50.f, -50.f);
|
||
|
glVertex3f( 50.f, 50.f, -50.f);
|
||
|
glVertex3f( 50.f, -50.f, -50.f);
|
||
|
|
||
|
glColor3f(1.f, 1.f, 0.f);
|
||
|
glVertex3f(-50.f, -50.f, 50.f);
|
||
|
glVertex3f(-50.f, 50.f, 50.f);
|
||
|
glVertex3f( 50.f, 50.f, 50.f);
|
||
|
glVertex3f( 50.f, -50.f, 50.f);
|
||
|
|
||
|
glColor3f(0.f, 1.f, 1.f);
|
||
|
glVertex3f(-50.f, -50.f, -50.f);
|
||
|
glVertex3f(-50.f, 50.f, -50.f);
|
||
|
glVertex3f(-50.f, 50.f, 50.f);
|
||
|
glVertex3f(-50.f, -50.f, 50.f);
|
||
|
|
||
|
glColor3f(0.f, 1.f, 1.f);
|
||
|
glVertex3f(50.f, -50.f, -50.f);
|
||
|
glVertex3f(50.f, 50.f, -50.f);
|
||
|
glVertex3f(50.f, 50.f, 50.f);
|
||
|
glVertex3f(50.f, -50.f, 50.f);
|
||
|
|
||
|
glColor3f(1.f, 0.f, 1.f);
|
||
|
glVertex3f(-50.f, -50.f, 50.f);
|
||
|
glVertex3f(-50.f, -50.f, -50.f);
|
||
|
glVertex3f( 50.f, -50.f, -50.f);
|
||
|
glVertex3f( 50.f, -50.f, 50.f);
|
||
|
|
||
|
glColor3f(1.f, 0.f, 1.f);
|
||
|
glVertex3f(-50.f, 50.f, 50.f);
|
||
|
glVertex3f(-50.f, 50.f, -50.f);
|
||
|
glVertex3f( 50.f, 50.f, -50.f);
|
||
|
glVertex3f( 50.f, 50.f, 50.f);
|
||
|
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// Entry point of application
|
||
|
///
|
||
|
/// \return Error code
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
int main()
|
||
|
{
|
||
|
// Open a connection with the X server
|
||
|
Display* Disp = XOpenDisplay(NULL);
|
||
|
if (!Disp)
|
||
|
return EXIT_FAILURE;
|
||
|
|
||
|
// Get the default screen
|
||
|
int Screen = DefaultScreen(Disp);
|
||
|
|
||
|
// Let's create the main window
|
||
|
XSetWindowAttributes Attributes;
|
||
|
Attributes.background_pixel = BlackPixel(Disp, Screen);
|
||
|
Attributes.event_mask = KeyPressMask;
|
||
|
Window Win = XCreateWindow(Disp, RootWindow(Disp, Screen),
|
||
|
0, 0, 650, 330, 0,
|
||
|
DefaultDepth(Disp, Screen),
|
||
|
InputOutput,
|
||
|
DefaultVisual(Disp, Screen),
|
||
|
CWBackPixel | CWEventMask, &Attributes);
|
||
|
if (!Win)
|
||
|
return EXIT_FAILURE;
|
||
|
|
||
|
// Set the window's name
|
||
|
XStoreName(Disp, Win, "SFML Window");
|
||
|
|
||
|
// Let's create the windows which will serve as containers for our SFML views
|
||
|
Window View1 = XCreateWindow(Disp, Win,
|
||
|
10, 10, 310, 310, 0,
|
||
|
DefaultDepth(Disp, Screen),
|
||
|
InputOutput,
|
||
|
DefaultVisual(Disp, Screen),
|
||
|
0, NULL);
|
||
|
Window View2 = XCreateWindow(Disp, Win,
|
||
|
330, 10, 310, 310, 0,
|
||
|
DefaultDepth(Disp, Screen),
|
||
|
InputOutput,
|
||
|
DefaultVisual(Disp, Screen),
|
||
|
0, NULL);
|
||
|
|
||
|
// Show our windows
|
||
|
XMapWindow(Disp, Win);
|
||
|
XFlush(Disp);
|
||
|
|
||
|
// Create our SFML views
|
||
|
sf::Window SFMLView1(View1);
|
||
|
sf::Window SFMLView2(View2);
|
||
|
|
||
|
// Create a clock for measuring elapsed time
|
||
|
sf::Clock Clock;
|
||
|
|
||
|
// Initialize our views
|
||
|
Initialize(SFMLView1);
|
||
|
Initialize(SFMLView2);
|
||
|
|
||
|
// Start the event loop
|
||
|
bool IsRunning = true;
|
||
|
while (IsRunning)
|
||
|
{
|
||
|
while (XPending(Disp))
|
||
|
{
|
||
|
// Get the next pending event
|
||
|
XEvent Event;
|
||
|
XNextEvent(Disp, &Event);
|
||
|
|
||
|
// Process it
|
||
|
switch (Event.type)
|
||
|
{
|
||
|
// Any key is pressed : quit
|
||
|
case KeyPress :
|
||
|
IsRunning = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Draw something into our views
|
||
|
Draw(SFMLView1, Clock.GetElapsedTime());
|
||
|
Draw(SFMLView2, Clock.GetElapsedTime() * 0.3f);
|
||
|
|
||
|
// Display the views on screen
|
||
|
SFMLView1.Display();
|
||
|
SFMLView2.Display();
|
||
|
}
|
||
|
|
||
|
// Close the display
|
||
|
XCloseDisplay(Disp);
|
||
|
|
||
|
return EXIT_SUCCESS;
|
||
|
}
|