mirror of
https://github.com/SFML/SFML.git
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207 lines
6.7 KiB
C++
207 lines
6.7 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <SFML/OpenGL.hpp>
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// Some platform-specific stuff
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#ifdef SFML_OPENGL_ES
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#define glClearDepth glClearDepthf
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#define glFrustum glFrustumf
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#define gluBuild2DMipmaps(target, internalFormat, width, height, format, type, pixels) \
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glTexImage2D(target, 0, internalFormat, width, height, 0, format, type, pixels); \
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glGenerateMipmapOES(GL_TEXTURE_2D);
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#endif
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Application exit code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Request a 32-bits depth buffer when creating the window
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sf::ContextSettings contextSettings;
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contextSettings.depthBits = 32;
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// Create the main window
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sf::RenderWindow window(sf::VideoMode(800, 600), "SFML graphics with OpenGL", sf::Style::Default, contextSettings);
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window.setVerticalSyncEnabled(true);
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// Make it the active window for OpenGL calls
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window.setActive();
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// Create a sprite for the background
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sf::Texture backgroundTexture;
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if (!backgroundTexture.loadFromFile("resources/background.jpg"))
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return EXIT_FAILURE;
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sf::Sprite background(backgroundTexture);
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// Create some text to draw on top of our OpenGL object
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sf::Font font;
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if (!font.loadFromFile("resources/sansation.ttf"))
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return EXIT_FAILURE;
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sf::Text text("SFML / OpenGL demo", font);
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text.setColor(sf::Color(255, 255, 255, 170));
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text.setPosition(250.f, 450.f);
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// Load an OpenGL texture.
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// We could directly use a sf::Texture as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from an image
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GLuint texture = 0;
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{
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sf::Image image;
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if (!image.loadFromFile("resources/texture.jpg"))
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return EXIT_FAILURE;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getSize().x, image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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// Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearDepth(1.f);
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// Disable lighting
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glDisable(GL_LIGHTING);
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// Configure the viewport (the same size as the window)
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glViewport(0, 0, window.getSize().x, window.getSize().y);
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// Setup a perspective projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y;
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glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
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// Bind the texture
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
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GLfloat cube[] =
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{
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// positions // texture coordinates
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-20, -20, -20, 0, 0,
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-20, 20, -20, 1, 0,
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-20, -20, 20, 0, 1,
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-20, -20, 20, 0, 1,
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-20, 20, -20, 1, 0,
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-20, 20, 20, 1, 1,
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20, -20, -20, 0, 0,
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20, 20, -20, 1, 0,
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20, -20, 20, 0, 1,
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20, -20, 20, 0, 1,
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20, 20, -20, 1, 0,
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20, 20, 20, 1, 1,
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-20, -20, -20, 0, 0,
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20, -20, -20, 1, 0,
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-20, -20, 20, 0, 1,
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-20, -20, 20, 0, 1,
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20, -20, -20, 1, 0,
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20, -20, 20, 1, 1,
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-20, 20, -20, 0, 0,
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20, 20, -20, 1, 0,
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-20, 20, 20, 0, 1,
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-20, 20, 20, 0, 1,
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20, 20, -20, 1, 0,
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20, 20, 20, 1, 1,
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-20, -20, -20, 0, 0,
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20, -20, -20, 1, 0,
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-20, 20, -20, 0, 1,
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-20, 20, -20, 0, 1,
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20, -20, -20, 1, 0,
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20, 20, -20, 1, 1,
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-20, -20, 20, 0, 0,
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20, -20, 20, 1, 0,
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-20, 20, 20, 0, 1,
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-20, 20, 20, 0, 1,
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20, -20, 20, 1, 0,
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20, 20, 20, 1, 1
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};
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// Enable position and texture coordinates vertex components
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), cube);
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glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), cube + 3);
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// Disable normal and color vertex components
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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// Create a clock for measuring the time elapsed
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sf::Clock clock;
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// Start game loop
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while (window.isOpen())
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{
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// Process events
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sf::Event event;
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while (window.pollEvent(event))
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{
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// Close window : exit
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if (event.type == sf::Event::Closed)
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window.close();
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// Escape key : exit
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
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window.close();
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// Adjust the viewport when the window is resized
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if (event.type == sf::Event::Resized)
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glViewport(0, 0, event.size.width, event.size.height);
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}
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// Draw the background
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window.pushGLStates();
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window.draw(background);
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window.popGLStates();
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// Clear the depth buffer
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glClear(GL_DEPTH_BUFFER_BIT);
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// We get the position of the mouse cursor, so that we can move the box accordingly
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float x = sf::Mouse::getPosition(window).x * 200.f / window.getSize().x - 100.f;
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float y = -sf::Mouse::getPosition(window).y * 200.f / window.getSize().y + 100.f;
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(x, y, -100.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f);
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// Draw the cube
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Draw some text on top of our OpenGL object
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window.pushGLStates();
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window.draw(text);
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window.popGLStates();
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// Finally, display the rendered frame on screen
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window.display();
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}
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// Don't forget to destroy our texture
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glDeleteTextures(1, &texture);
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return EXIT_SUCCESS;
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}
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