shooter/SFML-mingw32/examples/window/Window.cpp

147 lines
4.5 KiB
C++

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Request a 24-bits depth buffer when creating the window
sf::ContextSettings contextSettings;
contextSettings.depthBits = 24;
// Create the main window
sf::Window window(sf::VideoMode(640, 480), "SFML window with OpenGL", sf::Style::Default, contextSettings);
// Make it the active window for OpenGL calls
window.setActive();
// Set the color and depth clear values
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 1.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Disable lighting and texturing
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
// Configure the viewport (the same size as the window)
glViewport(0, 0, window.getSize().x, window.getSize().y);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y;
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
GLfloat cube[] =
{
// positions // colors (r, g, b, a)
-50, -50, -50, 0, 0, 1, 1,
-50, 50, -50, 0, 0, 1, 1,
-50, -50, 50, 0, 0, 1, 1,
-50, -50, 50, 0, 0, 1, 1,
-50, 50, -50, 0, 0, 1, 1,
-50, 50, 50, 0, 0, 1, 1,
50, -50, -50, 0, 1, 0, 1,
50, 50, -50, 0, 1, 0, 1,
50, -50, 50, 0, 1, 0, 1,
50, -50, 50, 0, 1, 0, 1,
50, 50, -50, 0, 1, 0, 1,
50, 50, 50, 0, 1, 0, 1,
-50, -50, -50, 1, 0, 0, 1,
50, -50, -50, 1, 0, 0, 1,
-50, -50, 50, 1, 0, 0, 1,
-50, -50, 50, 1, 0, 0, 1,
50, -50, -50, 1, 0, 0, 1,
50, -50, 50, 1, 0, 0, 1,
-50, 50, -50, 0, 1, 1, 1,
50, 50, -50, 0, 1, 1, 1,
-50, 50, 50, 0, 1, 1, 1,
-50, 50, 50, 0, 1, 1, 1,
50, 50, -50, 0, 1, 1, 1,
50, 50, 50, 0, 1, 1, 1,
-50, -50, -50, 1, 0, 1, 1,
50, -50, -50, 1, 0, 1, 1,
-50, 50, -50, 1, 0, 1, 1,
-50, 50, -50, 1, 0, 1, 1,
50, -50, -50, 1, 0, 1, 1,
50, 50, -50, 1, 0, 1, 1,
-50, -50, 50, 1, 1, 0, 1,
50, -50, 50, 1, 1, 0, 1,
-50, 50, 50, 1, 1, 0, 1,
-50, 50, 50, 1, 1, 0, 1,
50, -50, 50, 1, 1, 0, 1,
50, 50, 50, 1, 1, 0, 1,
};
// Enable position and color vertex components
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), cube);
glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), cube + 3);
// Disable normal and texture coordinates vertex components
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Create a clock for measuring the time elapsed
sf::Clock clock;
// Start the game loop
while (window.isOpen())
{
// Process events
sf::Event event;
while (window.pollEvent(event))
{
// Close window: exit
if (event.type == sf::Event::Closed)
window.close();
// Escape key: exit
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
window.close();
// Resize event: adjust the viewport
if (event.type == sf::Event::Resized)
glViewport(0, 0, event.size.width, event.size.height);
}
// Clear the color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations to rotate the cube
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(clock.getElapsedTime().asSeconds() * 50, 1.f, 0.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 30, 0.f, 1.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 90, 0.f, 0.f, 1.f);
// Draw the cube
glDrawArrays(GL_TRIANGLES, 0, 36);
// Finally, display the rendered frame on screen
window.display();
}
return EXIT_SUCCESS;
}