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 | |