| 1 | |
| 2 | //////////////////////////////////////////////////////////// |
| 3 | // Headers |
| 4 | //////////////////////////////////////////////////////////// |
| 5 | #include <SFML/Window.hpp> |
| 6 | #include <SFML/System/Err.hpp> |
| 7 | |
| 8 | #define GLAD_GL_IMPLEMENTATION |
| 9 | #include "gl.h" |
| 10 | |
| 11 | #include <X11/Xlib.h> |
| 12 | #include <iostream> |
| 13 | #include <cmath> |
| 14 | |
| 15 | |
| 16 | //////////////////////////////////////////////////////////// |
| 17 | /// Initialize OpenGL states into the specified view |
| 18 | /// |
| 19 | /// \param Window Target window to initialize |
| 20 | /// |
| 21 | //////////////////////////////////////////////////////////// |
| 22 | void initialize(sf::Window& window) |
| 23 | { |
| 24 | // Activate the window |
| 25 | window.setActive(); |
| 26 | |
| 27 | // Setup OpenGL states |
| 28 | // Set color and depth clear value |
| 29 | |
| 30 | #ifdef SFML_OPENGL_ES |
| 31 | glClearDepthf(1.f); |
| 32 | #else |
| 33 | glClearDepth(1.f); |
| 34 | #endif |
| 35 | |
| 36 | glClearColor(0.f, 0.5f, 0.5f, 0.f); |
| 37 | |
| 38 | // Enable Z-buffer read and write |
| 39 | glEnable(GL_DEPTH_TEST); |
| 40 | glDepthMask(GL_TRUE); |
| 41 | |
| 42 | // Setup a perspective projection |
| 43 | glMatrixMode(GL_PROJECTION); |
| 44 | glLoadIdentity(); |
| 45 | static const float pi = 3.141592654f; |
| 46 | float extent = std::tan(90.0f * pi / 360.0f); |
| 47 | |
| 48 | #ifdef SFML_OPENGL_ES |
| 49 | glFrustumf(-extent, extent, -extent, extent, 1.0f, 500.0f); |
| 50 | #else |
| 51 | glFrustum(-extent, extent, -extent, extent, 1.0f, 500.0f); |
| 52 | #endif |
| 53 | |
| 54 | // Enable position and texture coordinates vertex components |
| 55 | glEnableClientState(GL_VERTEX_ARRAY); |
| 56 | glEnableClientState(GL_COLOR_ARRAY); |
| 57 | } |
| 58 | |
| 59 | //////////////////////////////////////////////////////////// |
| 60 | /// Draw the OpenGL scene (a rotating cube) into |
| 61 | /// the specified view |
| 62 | /// |
| 63 | /// \param window Target window for rendering |
| 64 | /// \param elapsedTime Time elapsed since the last draw |
| 65 | /// |
| 66 | //////////////////////////////////////////////////////////// |
| 67 | void draw(sf::Window& window, float elapsedTime) |
| 68 | { |
| 69 | // Activate the window |
| 70 | window.setActive(); |
| 71 | |
| 72 | // Clear color and depth buffers |
| 73 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 74 | |
| 75 | // Apply some transformations |
| 76 | glMatrixMode(GL_MODELVIEW); |
| 77 | glLoadIdentity(); |
| 78 | glTranslatef(0.f, 0.f, -200.f); |
| 79 | glRotatef(elapsedTime * 10.f, 1.f, 0.f, 0.f); |
| 80 | glRotatef(elapsedTime * 6.f, 0.f, 1.f, 0.f); |
| 81 | glRotatef(elapsedTime * 18.f, 0.f, 0.f, 1.f); |
| 82 | |
| 83 | // Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices) |
| 84 | static const GLfloat cube[] = |
| 85 | { |
| 86 | // positions // colors |
| 87 | -50, -50, -50, 1, 1, 0, |
| 88 | -50, 50, -50, 1, 1, 0, |
| 89 | -50, -50, 50, 1, 1, 0, |
| 90 | -50, -50, 50, 1, 1, 0, |
| 91 | -50, 50, -50, 1, 1, 0, |
| 92 | -50, 50, 50, 1, 1, 0, |
| 93 | |
| 94 | 50, -50, -50, 1, 1, 0, |
| 95 | 50, 50, -50, 1, 1, 0, |
| 96 | 50, -50, 50, 1, 1, 0, |
| 97 | 50, -50, 50, 1, 1, 0, |
| 98 | 50, 50, -50, 1, 1, 0, |
| 99 | 50, 50, 50, 1, 1, 0, |
| 100 | |
| 101 | -50, -50, -50, 1, 0, 1, |
| 102 | 50, -50, -50, 1, 0, 1, |
| 103 | -50, -50, 50, 1, 0, 1, |
| 104 | -50, -50, 50, 1, 0, 1, |
| 105 | 50, -50, -50, 1, 0, 1, |
| 106 | 50, -50, 50, 1, 0, 1, |
| 107 | |
| 108 | -50, 50, -50, 1, 0, 1, |
| 109 | 50, 50, -50, 1, 0, 1, |
| 110 | -50, 50, 50, 1, 0, 1, |
| 111 | -50, 50, 50, 1, 0, 1, |
| 112 | 50, 50, -50, 1, 0, 1, |
| 113 | 50, 50, 50, 1, 0, 1, |
| 114 | |
| 115 | -50, -50, -50, 0, 1, 1, |
| 116 | 50, -50, -50, 0, 1, 1, |
| 117 | -50, 50, -50, 0, 1, 1, |
| 118 | -50, 50, -50, 0, 1, 1, |
| 119 | 50, -50, -50, 0, 1, 1, |
| 120 | 50, 50, -50, 0, 1, 1, |
| 121 | |
| 122 | -50, -50, 50, 0, 1, 1, |
| 123 | 50, -50, 50, 0, 1, 1, |
| 124 | -50, 50, 50, 0, 1, 1, |
| 125 | -50, 50, 50, 0, 1, 1, |
| 126 | 50, -50, 50, 0, 1, 1, |
| 127 | 50, 50, 50, 0, 1, 1 |
| 128 | }; |
| 129 | |
| 130 | // Draw the cube |
| 131 | glVertexPointer(3, GL_FLOAT, 6 * sizeof(GLfloat), cube); |
| 132 | glColorPointer(3, GL_FLOAT, 6 * sizeof(GLfloat), cube + 3); |
| 133 | glDrawArrays(GL_TRIANGLES, 0, 36); |
| 134 | } |
| 135 | |
| 136 | |
| 137 | //////////////////////////////////////////////////////////// |
| 138 | /// Entry point of application |
| 139 | /// |
| 140 | /// \return Error code |
| 141 | /// |
| 142 | //////////////////////////////////////////////////////////// |
| 143 | int main() |
| 144 | { |
| 145 | // Open a connection with the X server |
| 146 | Display* display = XOpenDisplay(NULL); |
| 147 | if (!display) |
| 148 | return EXIT_FAILURE; |
| 149 | |
| 150 | // Get the default screen |
| 151 | int screen = DefaultScreen(display); |
| 152 | |
| 153 | // Let's create the main window |
| 154 | XSetWindowAttributes attributes; |
| 155 | attributes.background_pixel = BlackPixel(display, screen); |
| 156 | attributes.event_mask = KeyPressMask; |
| 157 | Window window = XCreateWindow(display, RootWindow(display, screen), |
| 158 | 0, 0, 650, 330, 0, |
| 159 | DefaultDepth(display, screen), |
| 160 | InputOutput, |
| 161 | DefaultVisual(display, screen), |
| 162 | CWBackPixel | CWEventMask, &attributes); |
| 163 | if (!window) |
| 164 | return EXIT_FAILURE; |
| 165 | |
| 166 | // Set the window's name |
| 167 | XStoreName(display, window , "SFML Window" ); |
| 168 | |
| 169 | // Let's create the windows which will serve as containers for our SFML views |
| 170 | Window view1 = XCreateWindow(display, window, |
| 171 | 10, 10, 310, 310, 0, |
| 172 | DefaultDepth(display, screen), |
| 173 | InputOutput, |
| 174 | DefaultVisual(display, screen), |
| 175 | 0, NULL); |
| 176 | Window view2 = XCreateWindow(display, window, |
| 177 | 330, 10, 310, 310, 0, |
| 178 | DefaultDepth(display, screen), |
| 179 | InputOutput, |
| 180 | DefaultVisual(display, screen), |
| 181 | 0, NULL); |
| 182 | |
| 183 | // Show our windows |
| 184 | XMapWindow(display, window); |
| 185 | XFlush(display); |
| 186 | |
| 187 | // Create our SFML views |
| 188 | sf::Window sfmlView1(view1); |
| 189 | sf::Window sfmlView2(view2); |
| 190 | |
| 191 | // Create a clock for measuring elapsed time |
| 192 | sf::Clock clock; |
| 193 | |
| 194 | // Load OpenGL or OpenGL ES entry points using glad |
| 195 | sfmlView1.setActive(); |
| 196 | |
| 197 | #ifdef SFML_OPENGL_ES |
| 198 | gladLoadGLES1(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction)); |
| 199 | #else |
| 200 | gladLoadGL(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction)); |
| 201 | #endif |
| 202 | |
| 203 | // Initialize our views |
| 204 | initialize(sfmlView1); |
| 205 | initialize(sfmlView2); |
| 206 | |
| 207 | // Start the event loop |
| 208 | bool running = true; |
| 209 | while (running) |
| 210 | { |
| 211 | while (XPending(display)) |
| 212 | { |
| 213 | // Get the next pending event |
| 214 | XEvent event; |
| 215 | XNextEvent(display, &event); |
| 216 | |
| 217 | // Process it |
| 218 | switch (event.type) |
| 219 | { |
| 220 | // Any key is pressed: quit |
| 221 | case KeyPress: |
| 222 | running = false; |
| 223 | break; |
| 224 | } |
| 225 | } |
| 226 | |
| 227 | // Draw something into our views |
| 228 | draw(sfmlView1, clock.getElapsedTime().asSeconds()); |
| 229 | draw(sfmlView2, clock.getElapsedTime().asSeconds() * 0.3f); |
| 230 | |
| 231 | // Display the views on screen |
| 232 | sfmlView1.display(); |
| 233 | sfmlView2.display(); |
| 234 | } |
| 235 | |
| 236 | // Close our SFML views before destroying the underlying window |
| 237 | sfmlView1.close(); |
| 238 | sfmlView2.close(); |
| 239 | |
| 240 | // Destroy the window |
| 241 | XDestroyWindow(display, window); |
| 242 | |
| 243 | // Close the display |
| 244 | XCloseDisplay(display); |
| 245 | |
| 246 | return EXIT_SUCCESS; |
| 247 | } |
| 248 | |