| 1 | |
| 2 | //////////////////////////////////////////////////////////// |
| 3 | // Headers |
| 4 | //////////////////////////////////////////////////////////// |
| 5 | #include <SFML/Graphics.hpp> |
| 6 | |
| 7 | #define GLAD_GL_IMPLEMENTATION |
| 8 | #include "gl.h" |
| 9 | |
| 10 | #ifdef SFML_SYSTEM_IOS |
| 11 | #include <SFML/Main.hpp> |
| 12 | #endif |
| 13 | |
| 14 | #ifndef GL_SRGB8_ALPHA8 |
| 15 | #define GL_SRGB8_ALPHA8 0x8C43 |
| 16 | #endif |
| 17 | |
| 18 | std::string resourcesDir() |
| 19 | { |
| 20 | #ifdef SFML_SYSTEM_IOS |
| 21 | return "" ; |
| 22 | #else |
| 23 | return "resources/" ; |
| 24 | #endif |
| 25 | } |
| 26 | |
| 27 | //////////////////////////////////////////////////////////// |
| 28 | /// Entry point of application |
| 29 | /// |
| 30 | /// \return Application exit code |
| 31 | /// |
| 32 | //////////////////////////////////////////////////////////// |
| 33 | int main() |
| 34 | { |
| 35 | bool exit = false; |
| 36 | bool sRgb = false; |
| 37 | |
| 38 | while (!exit) |
| 39 | { |
| 40 | // Request a 24-bits depth buffer when creating the window |
| 41 | sf::ContextSettings contextSettings; |
| 42 | contextSettings.depthBits = 24; |
| 43 | contextSettings.sRgbCapable = sRgb; |
| 44 | |
| 45 | // Create the main window |
| 46 | sf::RenderWindow window(sf::VideoMode(800, 600), "SFML graphics with OpenGL" , sf::Style::Default, contextSettings); |
| 47 | window.setVerticalSyncEnabled(true); |
| 48 | |
| 49 | // Create a sprite for the background |
| 50 | sf::Texture backgroundTexture; |
| 51 | backgroundTexture.setSrgb(sRgb); |
| 52 | if (!backgroundTexture.loadFromFile(resourcesDir() + "background.jpg" )) |
| 53 | return EXIT_FAILURE; |
| 54 | sf::Sprite background(backgroundTexture); |
| 55 | |
| 56 | // Create some text to draw on top of our OpenGL object |
| 57 | sf::Font font; |
| 58 | if (!font.loadFromFile(resourcesDir() + "sansation.ttf" )) |
| 59 | return EXIT_FAILURE; |
| 60 | sf::Text text("SFML / OpenGL demo" , font); |
| 61 | sf::Text sRgbInstructions("Press space to toggle sRGB conversion" , font); |
| 62 | sf::Text mipmapInstructions("Press return to toggle mipmapping" , font); |
| 63 | text.setFillColor(sf::Color(255, 255, 255, 170)); |
| 64 | sRgbInstructions.setFillColor(sf::Color(255, 255, 255, 170)); |
| 65 | mipmapInstructions.setFillColor(sf::Color(255, 255, 255, 170)); |
| 66 | text.setPosition(250.f, 450.f); |
| 67 | sRgbInstructions.setPosition(150.f, 500.f); |
| 68 | mipmapInstructions.setPosition(180.f, 550.f); |
| 69 | |
| 70 | // Load a texture to apply to our 3D cube |
| 71 | sf::Texture texture; |
| 72 | if (!texture.loadFromFile(resourcesDir() + "texture.jpg" )) |
| 73 | return EXIT_FAILURE; |
| 74 | |
| 75 | // Attempt to generate a mipmap for our cube texture |
| 76 | // We don't check the return value here since |
| 77 | // mipmapping is purely optional in this example |
| 78 | texture.generateMipmap(); |
| 79 | |
| 80 | // Make the window the active window for OpenGL calls |
| 81 | window.setActive(true); |
| 82 | |
| 83 | // Load OpenGL or OpenGL ES entry points using glad |
| 84 | #ifdef SFML_OPENGL_ES |
| 85 | gladLoadGLES1(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction)); |
| 86 | #else |
| 87 | gladLoadGL(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction)); |
| 88 | #endif |
| 89 | |
| 90 | // Enable Z-buffer read and write |
| 91 | glEnable(GL_DEPTH_TEST); |
| 92 | glDepthMask(GL_TRUE); |
| 93 | #ifdef SFML_OPENGL_ES |
| 94 | glClearDepthf(1.f); |
| 95 | #else |
| 96 | glClearDepth(1.f); |
| 97 | #endif |
| 98 | |
| 99 | // Disable lighting |
| 100 | glDisable(GL_LIGHTING); |
| 101 | |
| 102 | // Configure the viewport (the same size as the window) |
| 103 | glViewport(0, 0, window.getSize().x, window.getSize().y); |
| 104 | |
| 105 | // Setup a perspective projection |
| 106 | glMatrixMode(GL_PROJECTION); |
| 107 | glLoadIdentity(); |
| 108 | GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y; |
| 109 | #ifdef SFML_OPENGL_ES |
| 110 | glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f); |
| 111 | #else |
| 112 | glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f); |
| 113 | #endif |
| 114 | |
| 115 | // Bind the texture |
| 116 | glEnable(GL_TEXTURE_2D); |
| 117 | sf::Texture::bind(&texture); |
| 118 | |
| 119 | // Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices) |
| 120 | static const GLfloat cube[] = |
| 121 | { |
| 122 | // positions // texture coordinates |
| 123 | -20, -20, -20, 0, 0, |
| 124 | -20, 20, -20, 1, 0, |
| 125 | -20, -20, 20, 0, 1, |
| 126 | -20, -20, 20, 0, 1, |
| 127 | -20, 20, -20, 1, 0, |
| 128 | -20, 20, 20, 1, 1, |
| 129 | |
| 130 | 20, -20, -20, 0, 0, |
| 131 | 20, 20, -20, 1, 0, |
| 132 | 20, -20, 20, 0, 1, |
| 133 | 20, -20, 20, 0, 1, |
| 134 | 20, 20, -20, 1, 0, |
| 135 | 20, 20, 20, 1, 1, |
| 136 | |
| 137 | -20, -20, -20, 0, 0, |
| 138 | 20, -20, -20, 1, 0, |
| 139 | -20, -20, 20, 0, 1, |
| 140 | -20, -20, 20, 0, 1, |
| 141 | 20, -20, -20, 1, 0, |
| 142 | 20, -20, 20, 1, 1, |
| 143 | |
| 144 | -20, 20, -20, 0, 0, |
| 145 | 20, 20, -20, 1, 0, |
| 146 | -20, 20, 20, 0, 1, |
| 147 | -20, 20, 20, 0, 1, |
| 148 | 20, 20, -20, 1, 0, |
| 149 | 20, 20, 20, 1, 1, |
| 150 | |
| 151 | -20, -20, -20, 0, 0, |
| 152 | 20, -20, -20, 1, 0, |
| 153 | -20, 20, -20, 0, 1, |
| 154 | -20, 20, -20, 0, 1, |
| 155 | 20, -20, -20, 1, 0, |
| 156 | 20, 20, -20, 1, 1, |
| 157 | |
| 158 | -20, -20, 20, 0, 0, |
| 159 | 20, -20, 20, 1, 0, |
| 160 | -20, 20, 20, 0, 1, |
| 161 | -20, 20, 20, 0, 1, |
| 162 | 20, -20, 20, 1, 0, |
| 163 | 20, 20, 20, 1, 1 |
| 164 | }; |
| 165 | |
| 166 | // Enable position and texture coordinates vertex components |
| 167 | glEnableClientState(GL_VERTEX_ARRAY); |
| 168 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| 169 | glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), cube); |
| 170 | glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), cube + 3); |
| 171 | |
| 172 | // Disable normal and color vertex components |
| 173 | glDisableClientState(GL_NORMAL_ARRAY); |
| 174 | glDisableClientState(GL_COLOR_ARRAY); |
| 175 | |
| 176 | // Make the window no longer the active window for OpenGL calls |
| 177 | window.setActive(false); |
| 178 | |
| 179 | // Create a clock for measuring the time elapsed |
| 180 | sf::Clock clock; |
| 181 | |
| 182 | // Flag to track whether mipmapping is currently enabled |
| 183 | bool mipmapEnabled = true; |
| 184 | |
| 185 | // Start game loop |
| 186 | while (window.isOpen()) |
| 187 | { |
| 188 | // Process events |
| 189 | sf::Event event; |
| 190 | while (window.pollEvent(event)) |
| 191 | { |
| 192 | // Close window: exit |
| 193 | if (event.type == sf::Event::Closed) |
| 194 | { |
| 195 | exit = true; |
| 196 | window.close(); |
| 197 | } |
| 198 | |
| 199 | // Escape key: exit |
| 200 | if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) |
| 201 | { |
| 202 | exit = true; |
| 203 | window.close(); |
| 204 | } |
| 205 | |
| 206 | // Return key: toggle mipmapping |
| 207 | if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Enter)) |
| 208 | { |
| 209 | if (mipmapEnabled) |
| 210 | { |
| 211 | // We simply reload the texture to disable mipmapping |
| 212 | if (!texture.loadFromFile(resourcesDir() + "texture.jpg" )) |
| 213 | return EXIT_FAILURE; |
| 214 | |
| 215 | mipmapEnabled = false; |
| 216 | } |
| 217 | else |
| 218 | { |
| 219 | texture.generateMipmap(); |
| 220 | |
| 221 | mipmapEnabled = true; |
| 222 | } |
| 223 | } |
| 224 | |
| 225 | // Space key: toggle sRGB conversion |
| 226 | if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space)) |
| 227 | { |
| 228 | sRgb = !sRgb; |
| 229 | window.close(); |
| 230 | } |
| 231 | |
| 232 | // Adjust the viewport when the window is resized |
| 233 | if (event.type == sf::Event::Resized) |
| 234 | { |
| 235 | sf::Vector2u textureSize = backgroundTexture.getSize(); |
| 236 | |
| 237 | // Make the window the active window for OpenGL calls |
| 238 | window.setActive(true); |
| 239 | |
| 240 | glViewport(0, 0, event.size.width, event.size.height); |
| 241 | glMatrixMode(GL_PROJECTION); |
| 242 | glLoadIdentity(); |
| 243 | GLfloat ratio = static_cast<float>(event.size.width) / event.size.height; |
| 244 | #ifdef SFML_OPENGL_ES |
| 245 | glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f); |
| 246 | #else |
| 247 | glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f); |
| 248 | #endif |
| 249 | |
| 250 | // Make the window no longer the active window for OpenGL calls |
| 251 | window.setActive(false); |
| 252 | |
| 253 | sf::View view; |
| 254 | view.setSize(textureSize.x, textureSize.y); |
| 255 | view.setCenter(textureSize.x/2.f, textureSize.y/2.f); |
| 256 | window.setView(view); |
| 257 | } |
| 258 | } |
| 259 | |
| 260 | // Draw the background |
| 261 | window.pushGLStates(); |
| 262 | window.draw(background); |
| 263 | window.popGLStates(); |
| 264 | |
| 265 | // Make the window the active window for OpenGL calls |
| 266 | window.setActive(true); |
| 267 | |
| 268 | // Clear the depth buffer |
| 269 | glClear(GL_DEPTH_BUFFER_BIT); |
| 270 | |
| 271 | // We get the position of the mouse cursor (or touch), so that we can move the box accordingly |
| 272 | sf::Vector2i pos; |
| 273 | |
| 274 | #ifdef SFML_SYSTEM_IOS |
| 275 | pos = sf::Touch::getPosition(0); |
| 276 | #else |
| 277 | pos = sf::Mouse::getPosition(); |
| 278 | #endif |
| 279 | |
| 280 | float x = pos.x * 200.f / window.getSize().x - 100.f; |
| 281 | float y = -pos.y * 200.f / window.getSize().y + 100.f; |
| 282 | |
| 283 | // Apply some transformations |
| 284 | glMatrixMode(GL_MODELVIEW); |
| 285 | glLoadIdentity(); |
| 286 | glTranslatef(x, y, -100.f); |
| 287 | glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f); |
| 288 | glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f); |
| 289 | glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f); |
| 290 | |
| 291 | // Draw the cube |
| 292 | glDrawArrays(GL_TRIANGLES, 0, 36); |
| 293 | |
| 294 | // Make the window no longer the active window for OpenGL calls |
| 295 | window.setActive(false); |
| 296 | |
| 297 | // Draw some text on top of our OpenGL object |
| 298 | window.pushGLStates(); |
| 299 | window.draw(text); |
| 300 | window.draw(sRgbInstructions); |
| 301 | window.draw(mipmapInstructions); |
| 302 | window.popGLStates(); |
| 303 | |
| 304 | // Finally, display the rendered frame on screen |
| 305 | window.display(); |
| 306 | } |
| 307 | } |
| 308 | |
| 309 | return EXIT_SUCCESS; |
| 310 | } |
| 311 | |