259 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <SFML/OpenGL.hpp>
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#ifndef GL_SRGB8_ALPHA8
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#define GL_SRGB8_ALPHA8 0x8C43
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#endif
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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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    bool exit = false;
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    bool sRgb = false;
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    while (!exit)
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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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        contextSettings.sRgbCapable = sRgb;
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        // Create the main window
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        sf::RenderWindow window(sf::VideoMode(800, 600), "SFML graphics with OpenGL", sf::Style::Default, contextSettings);
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        window.setVerticalSyncEnabled(true);
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        // Create a sprite for the background
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        sf::Texture backgroundTexture;
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        backgroundTexture.setSrgb(sRgb);
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        if (!backgroundTexture.loadFromFile("resources/background.jpg"))
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            return EXIT_FAILURE;
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        sf::Sprite background(backgroundTexture);
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        // Create some text to draw on top of our OpenGL object
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        sf::Font font;
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        if (!font.loadFromFile("resources/sansation.ttf"))
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            return EXIT_FAILURE;
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        sf::Text text("SFML / OpenGL demo", font);
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        sf::Text sRgbInstructions("Press space to toggle sRGB conversion", font);
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        sf::Text mipmapInstructions("Press return to toggle mipmapping", font);
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        text.setFillColor(sf::Color(255, 255, 255, 170));
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        sRgbInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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        mipmapInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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        text.setPosition(250.f, 450.f);
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        sRgbInstructions.setPosition(150.f, 500.f);
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        mipmapInstructions.setPosition(180.f, 550.f);
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        // Load a texture to apply to our 3D cube
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        sf::Texture texture;
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        if (!texture.loadFromFile("resources/texture.jpg"))
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            return EXIT_FAILURE;
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        // Attempt to generate a mipmap for our cube texture
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        // We don't check the return value here since
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        // mipmapping is purely optional in this example
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        texture.generateMipmap();
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        // Make the window the active window for OpenGL calls
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        window.setActive(true);
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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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        glClearDepth(1.f);
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        // Disable lighting
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        glDisable(GL_LIGHTING);
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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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        // Bind the texture
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        glEnable(GL_TEXTURE_2D);
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        sf::Texture::bind(&texture);
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        // Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
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        static const GLfloat cube[] =
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        {
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            // positions    // texture coordinates
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            -20, -20, -20,  0, 0,
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            -20,  20, -20,  1, 0,
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            -20, -20,  20,  0, 1,
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            -20, -20,  20,  0, 1,
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            -20,  20, -20,  1, 0,
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            -20,  20,  20,  1, 1,
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             20, -20, -20,  0, 0,
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             20,  20, -20,  1, 0,
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             20, -20,  20,  0, 1,
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             20, -20,  20,  0, 1,
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             20,  20, -20,  1, 0,
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             20,  20,  20,  1, 1,
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            -20, -20, -20,  0, 0,
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             20, -20, -20,  1, 0,
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            -20, -20,  20,  0, 1,
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            -20, -20,  20,  0, 1,
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             20, -20, -20,  1, 0,
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             20, -20,  20,  1, 1,
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            -20,  20, -20,  0, 0,
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             20,  20, -20,  1, 0,
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            -20,  20,  20,  0, 1,
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            -20,  20,  20,  0, 1,
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             20,  20, -20,  1, 0,
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             20,  20,  20,  1, 1,
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            -20, -20, -20,  0, 0,
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             20, -20, -20,  1, 0,
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            -20,  20, -20,  0, 1,
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            -20,  20, -20,  0, 1,
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             20, -20, -20,  1, 0,
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             20,  20, -20,  1, 1,
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            -20, -20,  20,  0, 0,
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             20, -20,  20,  1, 0,
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            -20,  20,  20,  0, 1,
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            -20,  20,  20,  0, 1,
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             20, -20,  20,  1, 0,
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             20,  20,  20,  1, 1
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        };
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        // Enable position and texture coordinates vertex components
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        glEnableClientState(GL_VERTEX_ARRAY);
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        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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        glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), cube);
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        glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), cube + 3);
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        // Disable normal and color vertex components
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        glDisableClientState(GL_NORMAL_ARRAY);
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        glDisableClientState(GL_COLOR_ARRAY);
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        // Make the window no longer the active window for OpenGL calls
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        window.setActive(false);
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        // Create a clock for measuring the time elapsed
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        sf::Clock clock;
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        // Flag to track whether mipmapping is currently enabled
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        bool mipmapEnabled = true;
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        // Start 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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                {
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                    exit = true;
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                    window.close();
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                }
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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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                {
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                    exit = true;
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                    window.close();
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                }
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                // Return key: toggle mipmapping
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                if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Enter))
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                {
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                    if (mipmapEnabled)
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                    {
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                        // We simply reload the texture to disable mipmapping
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                        if (!texture.loadFromFile("resources/texture.jpg"))
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                            return EXIT_FAILURE;
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                        mipmapEnabled = false;
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                    }
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                    else
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                    {
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                        texture.generateMipmap();
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                        mipmapEnabled = true;
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                    }
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                }
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                // Space key: toggle sRGB conversion
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                if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space))
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                {
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                    sRgb = !sRgb;
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                    window.close();
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                }
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                // Adjust the viewport when the window is resized
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                if (event.type == sf::Event::Resized)
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                {
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                    // Make the window the active window for OpenGL calls
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                    window.setActive(true);
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                    glViewport(0, 0, event.size.width, event.size.height);
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                    // Make the window no longer the active window for OpenGL calls
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                    window.setActive(false);
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                }
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            }
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            // Draw the background
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            window.pushGLStates();
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            window.draw(background);
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            window.popGLStates();
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            // Make the window the active window for OpenGL calls
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            window.setActive(true);
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            // Clear the depth buffer
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            glClear(GL_DEPTH_BUFFER_BIT);
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            // We get the position of the mouse cursor, so that we can move the box accordingly
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            float x =  sf::Mouse::getPosition(window).x * 200.f / window.getSize().x - 100.f;
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            float y = -sf::Mouse::getPosition(window).y * 200.f / window.getSize().y + 100.f;
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            // Apply some transformations
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            glMatrixMode(GL_MODELVIEW);
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            glLoadIdentity();
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            glTranslatef(x, y, -100.f);
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            glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f);
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            glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
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            glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 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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            // Make the window no longer the active window for OpenGL calls
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            window.setActive(false);
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            // Draw some text on top of our OpenGL object
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            window.pushGLStates();
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            window.draw(text);
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            window.draw(sRgbInstructions);
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            window.draw(mipmapInstructions);
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            window.popGLStates();
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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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    }
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    return EXIT_SUCCESS;
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}
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