//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #define GLAD_GL_IMPLEMENTATION #include #ifdef SFML_SYSTEM_IOS #include #endif #include #include #include //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { // Request a 24-bits depth buffer when creating the window sf::ContextSettings contextSettings; contextSettings.depthBits = 24; // Create the main window sf::Window window(sf::VideoMode({640, 480}), "SFML window with OpenGL", sf::Style::Default, sf::State::Windowed, contextSettings); // Make it the active window for OpenGL calls if (!window.setActive()) { std::cerr << "Failed to set the window as active" << std::endl; return EXIT_FAILURE; } // Load OpenGL or OpenGL ES entry points using glad #ifdef SFML_OPENGL_ES gladLoadGLES1(sf::Context::getFunction); #else gladLoadGL(sf::Context::getFunction); #endif // Set the color and depth clear values #ifdef SFML_OPENGL_ES glClearDepthf(1.f); #else glClearDepth(1.f); #endif glClearColor(0.f, 0.f, 0.f, 1.f); // Enable Z-buffer read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Disable lighting and texturing glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); // Configure the viewport (the same size as the window) glViewport(0, 0, static_cast(window.getSize().x), static_cast(window.getSize().y)); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat ratio = static_cast(window.getSize().x) / static_cast(window.getSize().y); #ifdef SFML_OPENGL_ES glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f); #else glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f); #endif // Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices) // clang-format off constexpr std::array cube = { // positions // colors (r, g, b, a) -50, -50, -50, 0, 0, 1, 1, -50, 50, -50, 0, 0, 1, 1, -50, -50, 50, 0, 0, 1, 1, -50, -50, 50, 0, 0, 1, 1, -50, 50, -50, 0, 0, 1, 1, -50, 50, 50, 0, 0, 1, 1, 50, -50, -50, 0, 1, 0, 1, 50, 50, -50, 0, 1, 0, 1, 50, -50, 50, 0, 1, 0, 1, 50, -50, 50, 0, 1, 0, 1, 50, 50, -50, 0, 1, 0, 1, 50, 50, 50, 0, 1, 0, 1, -50, -50, -50, 1, 0, 0, 1, 50, -50, -50, 1, 0, 0, 1, -50, -50, 50, 1, 0, 0, 1, -50, -50, 50, 1, 0, 0, 1, 50, -50, -50, 1, 0, 0, 1, 50, -50, 50, 1, 0, 0, 1, -50, 50, -50, 0, 1, 1, 1, 50, 50, -50, 0, 1, 1, 1, -50, 50, 50, 0, 1, 1, 1, -50, 50, 50, 0, 1, 1, 1, 50, 50, -50, 0, 1, 1, 1, 50, 50, 50, 0, 1, 1, 1, -50, -50, -50, 1, 0, 1, 1, 50, -50, -50, 1, 0, 1, 1, -50, 50, -50, 1, 0, 1, 1, -50, 50, -50, 1, 0, 1, 1, 50, -50, -50, 1, 0, 1, 1, 50, 50, -50, 1, 0, 1, 1, -50, -50, 50, 1, 1, 0, 1, 50, -50, 50, 1, 1, 0, 1, -50, 50, 50, 1, 1, 0, 1, -50, 50, 50, 1, 1, 0, 1, 50, -50, 50, 1, 1, 0, 1, 50, 50, 50, 1, 1, 0, 1, }; // clang-format on // Enable position and color vertex components glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), cube.data()); glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), cube.data() + 3); // Disable normal and texture coordinates vertex components glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Create a clock for measuring the time elapsed const sf::Clock clock; // Start the game loop while (window.isOpen()) { // Process events for (sf::Event event; window.pollEvent(event);) { // Close window: exit if (event.is()) window.close(); // Escape key: exit if (const auto* keyPressed = event.getIf()) if (keyPressed->code == sf::Keyboard::Key::Escape) window.close(); // Resize event: adjust the viewport if (const auto* resized = event.getIf()) { const auto [width, height] = resized->size; glViewport(0, 0, static_cast(width), static_cast(height)); glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat newRatio = static_cast(width) / static_cast(height); #ifdef SFML_OPENGL_ES glFrustumf(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f); #else glFrustum(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f); #endif } } // Clear the color and depth buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations to rotate the cube glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, -200.f); glRotatef(clock.getElapsedTime().asSeconds() * 50, 1.f, 0.f, 0.f); glRotatef(clock.getElapsedTime().asSeconds() * 30, 0.f, 1.f, 0.f); glRotatef(clock.getElapsedTime().asSeconds() * 90, 0.f, 0.f, 1.f); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); // Finally, display the rendered frame on screen window.display(); } return EXIT_SUCCESS; }