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https://github.com/SFML/SFML.git
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285 lines
8.0 KiB
C++
285 lines
8.0 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window.hpp>
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#define GLAD_GL_IMPLEMENTATION
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#include <gl.h>
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#include <X11/Xlib.h>
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#include <iostream>
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#include <cmath>
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#include <cstdlib>
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////////////////////////////////////////////////////////////
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/// Initialize OpenGL states into the specified view
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///
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/// \param Window Target window to initialize
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] bool initialize(sf::Window& window)
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{
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// Activate the window
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if (!window.setActive())
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{
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std::cerr << "Failed to set the window as active" << std::endl;
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return false;
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}
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// Setup OpenGL states
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// Set color and depth clear value
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#ifdef SFML_OPENGL_ES
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glClearDepthf(1.f);
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#else
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glClearDepth(1.f);
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#endif
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glClearColor(0.f, 0.5f, 0.5f, 0.f);
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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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// Setup a perspective projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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static const float pi = 3.141592654f;
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float extent = std::tan(90.0f * pi / 360.0f);
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#ifdef SFML_OPENGL_ES
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glFrustumf(-extent, extent, -extent, extent, 1.0f, 500.0f);
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#else
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glFrustum(-extent, extent, -extent, extent, 1.0f, 500.0f);
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#endif
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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_COLOR_ARRAY);
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return true;
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}
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////////////////////////////////////////////////////////////
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/// Draw the OpenGL scene (a rotating cube) into
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/// the specified view
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///
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/// \param window Target window for rendering
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/// \param elapsedTime Time elapsed since the last draw
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] bool draw(sf::Window& window, float elapsedTime)
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{
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// Activate the window
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if (!window.setActive())
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{
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std::cerr << "Failed to set the window as active" << std::endl;
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return false;
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}
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// Clear color and depth buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.f, 0.f, -200.f);
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glRotatef(elapsedTime * 10.f, 1.f, 0.f, 0.f);
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glRotatef(elapsedTime * 6.f, 0.f, 1.f, 0.f);
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glRotatef(elapsedTime * 18.f, 0.f, 0.f, 1.f);
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// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
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static const GLfloat cube[] =
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{
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// positions // colors
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-50, -50, -50, 1, 1, 0,
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-50, 50, -50, 1, 1, 0,
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-50, -50, 50, 1, 1, 0,
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-50, -50, 50, 1, 1, 0,
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-50, 50, -50, 1, 1, 0,
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-50, 50, 50, 1, 1, 0,
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50, -50, -50, 1, 1, 0,
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50, 50, -50, 1, 1, 0,
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50, -50, 50, 1, 1, 0,
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50, -50, 50, 1, 1, 0,
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50, 50, -50, 1, 1, 0,
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50, 50, 50, 1, 1, 0,
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-50, -50, -50, 1, 0, 1,
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50, -50, -50, 1, 0, 1,
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-50, -50, 50, 1, 0, 1,
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-50, -50, 50, 1, 0, 1,
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50, -50, -50, 1, 0, 1,
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50, -50, 50, 1, 0, 1,
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-50, 50, -50, 1, 0, 1,
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50, 50, -50, 1, 0, 1,
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-50, 50, 50, 1, 0, 1,
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-50, 50, 50, 1, 0, 1,
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50, 50, -50, 1, 0, 1,
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50, 50, 50, 1, 0, 1,
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-50, -50, -50, 0, 1, 1,
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50, -50, -50, 0, 1, 1,
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-50, 50, -50, 0, 1, 1,
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-50, 50, -50, 0, 1, 1,
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50, -50, -50, 0, 1, 1,
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50, 50, -50, 0, 1, 1,
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-50, -50, 50, 0, 1, 1,
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50, -50, 50, 0, 1, 1,
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-50, 50, 50, 0, 1, 1,
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-50, 50, 50, 0, 1, 1,
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50, -50, 50, 0, 1, 1,
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50, 50, 50, 0, 1, 1
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};
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// Draw the cube
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glVertexPointer(3, GL_FLOAT, 6 * sizeof(GLfloat), cube);
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glColorPointer(3, GL_FLOAT, 6 * sizeof(GLfloat), cube + 3);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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return true;
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}
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Error code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Open a connection with the X server
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Display* display = XOpenDisplay(nullptr);
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if (!display)
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return EXIT_FAILURE;
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// Get the default screen
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int screen = DefaultScreen(display);
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// Let's create the main window
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XSetWindowAttributes attributes;
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attributes.background_pixel = BlackPixel(display, screen);
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attributes.event_mask = KeyPressMask;
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Window window = XCreateWindow(display, RootWindow(display, screen),
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0, 0, 650, 330, 0,
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DefaultDepth(display, screen),
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InputOutput,
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DefaultVisual(display, screen),
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CWBackPixel | CWEventMask, &attributes);
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if (!window)
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return EXIT_FAILURE;
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// Set the window's name
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XStoreName(display, window , "SFML Window");
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// Let's create the windows which will serve as containers for our SFML views
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Window view1 = XCreateWindow(display, window,
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10, 10, 310, 310, 0,
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DefaultDepth(display, screen),
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InputOutput,
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DefaultVisual(display, screen),
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0, nullptr);
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Window view2 = XCreateWindow(display, window,
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330, 10, 310, 310, 0,
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DefaultDepth(display, screen),
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InputOutput,
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DefaultVisual(display, screen),
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0, nullptr);
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// Show our windows
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XMapWindow(display, window);
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XFlush(display);
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// Create our SFML views
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sf::Window sfmlView1(view1);
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sf::Window sfmlView2(view2);
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// Create a clock for measuring elapsed time
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sf::Clock clock;
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// Load OpenGL or OpenGL ES entry points using glad
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if (!sfmlView1.setActive())
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{
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std::cerr << "Failed to set view 1 as active" << std::endl;
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return EXIT_FAILURE;
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}
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#ifdef SFML_OPENGL_ES
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gladLoadGLES1(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
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#else
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gladLoadGL(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
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#endif
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// Initialize our views
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if (!initialize(sfmlView1))
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{
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std::cerr << "Failed to initialize view 1" << std::endl;
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return EXIT_FAILURE;
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}
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if (!initialize(sfmlView2))
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{
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std::cerr << "Failed to initialize view 2" << std::endl;
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return EXIT_FAILURE;
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}
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// Start the event loop
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bool running = true;
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while (running)
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{
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while (XPending(display))
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{
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// Get the next pending event
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XEvent event;
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XNextEvent(display, &event);
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// Process it
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switch (event.type)
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{
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// Any key is pressed: quit
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case KeyPress:
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running = false;
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break;
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}
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}
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// Draw something into our views
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if (!draw(sfmlView1, clock.getElapsedTime().asSeconds()))
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{
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std::cerr << "Failed to draw on view 1" << std::endl;
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return EXIT_FAILURE;
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}
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if (!draw(sfmlView2, clock.getElapsedTime().asSeconds() * 0.3f))
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{
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std::cerr << "Failed to draw on view 2" << std::endl;
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return EXIT_FAILURE;
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}
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// Display the views on screen
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sfmlView1.display();
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sfmlView2.display();
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}
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// Close our SFML views before destroying the underlying window
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sfmlView1.close();
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sfmlView2.close();
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// Destroy the window
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XDestroyWindow(display, window);
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// Close the display
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XCloseDisplay(display);
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return EXIT_SUCCESS;
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}
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