Corrections fichiers pour avoir la version x86 fonctionnelle
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								SQCSim2021/external/sfml251-32/examples/window/Window.cpp
									
									
									
									
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								SQCSim2021/external/sfml251-32/examples/window/Window.cpp
									
									
									
									
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							| @@ -0,0 +1,146 @@ | ||||
| //////////////////////////////////////////////////////////// | ||||
| // 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; | ||||
| } | ||||
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