SFML/samples/opengl/OpenGL.cpp
2009-03-28 20:39:38 +00:00

150 lines
5.4 KiB
C++

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <iostream>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create a sprite for the background
sf::Image BackgroundImage;
if (!BackgroundImage.LoadFromFile("datas/opengl/background.jpg"))
return EXIT_FAILURE;
sf::Sprite Background(BackgroundImage);
// Create main window
sf::RenderWindow App(sf::VideoMode(800, 600), "SFML OpenGL");
App.PreserveOpenGLStates(true);
// 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 from the image pixels
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);
// We get the position of the mouse cursor, so that we can move the box accordingly
float CursorX = App.GetInput().GetMouseX() * 200.f / App.GetWidth() - 100.f;
float CursorY = -App.GetInput().GetMouseY() * 200.f / App.GetHeight() + 100.f;
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(CursorX, CursorY, -100.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
float Size = 20.f;
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(0, 0); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glEnd();
// Draw some text on top of our OpenGL object
sf::String Text("SFML / OpenGL demo");
Text.SetPosition(250.f, 450.f);
Text.SetColor(sf::Color(255, 255, 255, 170));
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;
}