Replaced glLoadGen loader with glad loader and dynamically load EGL and GLES extensions as is done for desktop GL.

This commit is contained in:
Lukas Dürrenberger 2019-04-13 13:16:32 +02:00 committed by Lukas Dürrenberger
parent f2b8e6397b
commit 2eb70c6537
44 changed files with 35003 additions and 3965 deletions

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@ -1,5 +1,3 @@
# CLI based examples
if (NOT SFML_OS_IOS)
if(SFML_BUILD_NETWORK)

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@ -7,4 +7,4 @@ set(SRC ${SRCROOT}/X11.cpp)
# define the X11 target
sfml_add_example(X11Example GUI_APP
SOURCES ${SRC}
DEPENDS sfml-window OpenGL X11)
DEPENDS sfml-window X11)

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@ -4,7 +4,10 @@
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <SFML/System/Err.hpp>
#include <SFML/OpenGL.hpp>
#define GLAD_GL_IMPLEMENTATION
#include "gl.h"
#include <X11/Xlib.h>
#include <iostream>
#include <cmath>
@ -23,7 +26,13 @@ void initialize(sf::Window& window)
// Setup OpenGL states
// Set color and depth clear value
#ifdef SFML_OPENGL_ES
glClearDepthf(1.f);
#else
glClearDepth(1.f);
#endif
glClearColor(0.f, 0.5f, 0.5f, 0.f);
// Enable Z-buffer read and write
@ -33,9 +42,14 @@ void initialize(sf::Window& window)
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
static const double pi = 3.141592654;
GLdouble extent = std::tan(90.0 * pi / 360.0);
glFrustum(-extent, extent, -extent, extent, 1.0, 500.0);
static const float pi = 3.141592654f;
float extent = std::tan(90.0f * pi / 360.0f);
#ifdef SFML_OPENGL_ES
glFrustumf(-extent, extent, -extent, extent, 1.0f, 500.0f);
#else
glFrustum(-extent, extent, -extent, extent, 1.0f, 500.0f);
#endif
// Enable position and texture coordinates vertex components
glEnableClientState(GL_VERTEX_ARRAY);
@ -177,6 +191,15 @@ int main()
// Create a clock for measuring elapsed time
sf::Clock clock;
// Load OpenGL or OpenGL ES entry points using glad
sfmlView1.setActive();
#ifdef SFML_OPENGL_ES
gladLoadGLES1(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#else
gladLoadGL(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#endif
// Initialize our views
initialize(sfmlView1);
initialize(sfmlView2);

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examples/X11/gl.h Normal file

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@ -16,5 +16,5 @@ endif()
sfml_add_example(opengl GUI_APP
SOURCES ${SRC}
BUNDLE_RESOURCES ${RESOURCES}
DEPENDS sfml-graphics OpenGL
DEPENDS sfml-graphics
RESOURCES_DIR resources)

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@ -3,17 +3,14 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#define GLAD_GL_IMPLEMENTATION
#include "gl.h"
#ifdef SFML_SYSTEM_IOS
#include <SFML/Main.hpp>
#endif
#ifdef SFML_OPENGL_ES
#define glClearDepth glClearDepthf
#define glFrustum glFrustumf
#endif
#ifndef GL_SRGB8_ALPHA8
#define GL_SRGB8_ALPHA8 0x8C43
#endif
@ -83,10 +80,21 @@ int main()
// Make the window the active window for OpenGL calls
window.setActive(true);
// Load OpenGL or OpenGL ES entry points using glad
#ifdef SFML_OPENGL_ES
gladLoadGLES1(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#else
gladLoadGL(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#endif
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
#ifdef SFML_OPENGL_ES
glClearDepthf(1.f);
#else
glClearDepth(1.f);
#endif
// Disable lighting
glDisable(GL_LIGHTING);
@ -98,7 +106,11 @@ int main()
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y;
#ifdef SFML_OPENGL_ES
glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#endif
// Bind the texture
glEnable(GL_TEXTURE_2D);
@ -221,7 +233,7 @@ int main()
if (event.type == sf::Event::Resized)
{
sf::Vector2u textureSize = backgroundTexture.getSize();
// Make the window the active window for OpenGL calls
window.setActive(true);
@ -229,11 +241,15 @@ int main()
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = static_cast<float>(event.size.width) / event.size.height;
#ifdef SFML_OPENGL_ES
glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#endif
// Make the window no longer the active window for OpenGL calls
window.setActive(false);
sf::View view;
view.setSize(textureSize.x, textureSize.y);
view.setCenter(textureSize.x/2.f, textureSize.y/2.f);
@ -254,13 +270,13 @@ int main()
// We get the position of the mouse cursor (or touch), so that we can move the box accordingly
sf::Vector2i pos;
#ifdef SFML_SYSTEM_IOS
pos = sf::Touch::getPosition(0);
#else
pos = sf::Mouse::getPosition();
#endif
float x = pos.x * 200.f / window.getSize().x - 100.f;
float y = -pos.y * 200.f / window.getSize().y + 100.f;

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examples/opengl/gl.h Normal file

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@ -7,4 +7,4 @@ set(SRC ${SRCROOT}/Window.cpp)
# define the window target
sfml_add_example(window GUI_APP
SOURCES ${SRC}
DEPENDS sfml-window OpenGL)
DEPENDS sfml-window)

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@ -2,17 +2,14 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#define GLAD_GL_IMPLEMENTATION
#include "gl.h"
#ifdef SFML_SYSTEM_IOS
#include <SFML/Main.hpp>
#endif
#ifdef SFML_OPENGL_ES
#define glClearDepth glClearDepthf
#define glFrustum glFrustumf
#endif
////////////////////////////////////////////////////////////
/// Entry point of application
///
@ -31,8 +28,19 @@ int main()
// Make it the active window for OpenGL calls
window.setActive();
// Load OpenGL or OpenGL ES entry points using glad
#ifdef SFML_OPENGL_ES
gladLoadGLES1(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#else
gladLoadGL(reinterpret_cast<GLADloadfunc>(sf::Context::getFunction));
#endif
// Set the color and depth clear values
#ifdef SFML_OPENGL_ES
glClearDepthf(1.f);
#else
glClearDepth(1.f);
#endif
glClearColor(0.f, 0.f, 0.f, 1.f);
// Enable Z-buffer read and write
@ -50,7 +58,11 @@ int main()
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y;
#ifdef SFML_OPENGL_ES
glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#endif
// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
GLfloat cube[] =
@ -134,7 +146,11 @@ int main()
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = static_cast<float>(event.size.width) / event.size.height;
#ifdef SFML_OPENGL_ES
glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#endif
}
}

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