//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #define GLAD_GL_IMPLEMENTATION #include #ifdef SFML_SYSTEM_IOS #include #endif #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, 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(reinterpret_cast(sf::Context::getFunction)); #else gladLoadGL(reinterpret_cast(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(); 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) GLfloat 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, }; // Enable position and color vertex components glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), cube); glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), cube + 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 sf::Clock clock; // Start the 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(); // Resize event: adjust the viewport if (event.type == sf::Event::Resized) { glViewport(0, 0, static_cast(event.size.width), static_cast(event.size.height)); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLfloat newRatio = static_cast(event.size.width) / static_cast(event.size.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; }