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https://github.com/SFML/SFML.git
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190 lines
5.8 KiB
C++
190 lines
5.8 KiB
C++
////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window.hpp>
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#include <cstdlib>
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#define GLAD_GL_IMPLEMENTATION
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#include <gl.h>
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#ifdef SFML_SYSTEM_IOS
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#include <SFML/Main.hpp>
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#endif
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#include <array>
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#include <iostream>
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#include <cstdlib>
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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 24-bits depth buffer when creating the window
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sf::ContextSettings contextSettings;
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contextSettings.depthBits = 24;
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// Create the main window
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sf::Window window(sf::VideoMode({640, 480}), "SFML window with OpenGL", sf::Style::Default, sf::State::Windowed, contextSettings);
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// Make it the active window for OpenGL calls
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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 EXIT_FAILURE;
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}
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// Load OpenGL or OpenGL ES entry points using glad
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#ifdef SFML_OPENGL_ES
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gladLoadGLES1(sf::Context::getFunction);
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#else
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gladLoadGL(sf::Context::getFunction);
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#endif
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// Set the color and depth clear values
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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.f, 0.f, 1.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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// Disable lighting and texturing
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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// Configure the viewport (the same size as the window)
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glViewport(0, 0, static_cast<GLsizei>(window.getSize().x), static_cast<GLsizei>(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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const GLfloat ratio = static_cast<float>(window.getSize().x) / static_cast<float>(window.getSize().y);
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#ifdef SFML_OPENGL_ES
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glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
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#else
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glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
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#endif
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// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
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// clang-format off
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constexpr std::array<GLfloat, 252> cube =
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{
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// positions // colors (r, g, b, a)
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-50, -50, -50, 0, 0, 1, 1,
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-50, 50, -50, 0, 0, 1, 1,
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-50, -50, 50, 0, 0, 1, 1,
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-50, -50, 50, 0, 0, 1, 1,
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-50, 50, -50, 0, 0, 1, 1,
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-50, 50, 50, 0, 0, 1, 1,
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50, -50, -50, 0, 1, 0, 1,
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50, 50, -50, 0, 1, 0, 1,
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50, -50, 50, 0, 1, 0, 1,
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50, -50, 50, 0, 1, 0, 1,
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50, 50, -50, 0, 1, 0, 1,
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50, 50, 50, 0, 1, 0, 1,
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-50, -50, -50, 1, 0, 0, 1,
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50, -50, -50, 1, 0, 0, 1,
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-50, -50, 50, 1, 0, 0, 1,
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-50, -50, 50, 1, 0, 0, 1,
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50, -50, -50, 1, 0, 0, 1,
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50, -50, 50, 1, 0, 0, 1,
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-50, 50, -50, 0, 1, 1, 1,
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50, 50, -50, 0, 1, 1, 1,
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-50, 50, 50, 0, 1, 1, 1,
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-50, 50, 50, 0, 1, 1, 1,
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50, 50, -50, 0, 1, 1, 1,
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50, 50, 50, 0, 1, 1, 1,
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-50, -50, -50, 1, 0, 1, 1,
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50, -50, -50, 1, 0, 1, 1,
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-50, 50, -50, 1, 0, 1, 1,
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-50, 50, -50, 1, 0, 1, 1,
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50, -50, -50, 1, 0, 1, 1,
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50, 50, -50, 1, 0, 1, 1,
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-50, -50, 50, 1, 1, 0, 1,
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50, -50, 50, 1, 1, 0, 1,
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-50, 50, 50, 1, 1, 0, 1,
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-50, 50, 50, 1, 1, 0, 1,
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50, -50, 50, 1, 1, 0, 1,
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50, 50, 50, 1, 1, 0, 1,
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};
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// clang-format on
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// Enable position and color vertex components
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), cube.data());
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glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), cube.data() + 3);
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// Disable normal and texture coordinates vertex components
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// Create a clock for measuring the time elapsed
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const sf::Clock clock;
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// Start the game loop
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while (window.isOpen())
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{
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// Process events
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while (const std::optional event = window.pollEvent())
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{
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// Window closed or escape key pressed: exit
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if (event->is<sf::Event::Closed>() ||
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(event->is<sf::Event::KeyPressed>() &&
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event->getIf<sf::Event::KeyPressed>()->code == sf::Keyboard::Key::Escape))
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{
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window.close();
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}
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// Resize event: adjust the viewport
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if (const auto* resized = event->getIf<sf::Event::Resized>())
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{
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const auto [width, height] = resized->size;
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glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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const GLfloat newRatio = static_cast<float>(width) / static_cast<float>(height);
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#ifdef SFML_OPENGL_ES
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glFrustumf(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f);
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#else
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glFrustum(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f);
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#endif
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}
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}
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// Clear the color and depth buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Apply some transformations to rotate the cube
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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(clock.getElapsedTime().asSeconds() * 50, 1.f, 0.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 30, 0.f, 1.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 90, 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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// Finally, display the rendered frame on screen
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window.display();
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}
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return EXIT_SUCCESS;
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}
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