//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include //////////////////////////////////////////////////////////// /// 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; }