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