Changed internal naming convention (local variables now start with a lower case character)
Removed the AudioResource class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
7cc00085d8
commit
45b150648d
245 changed files with 7865 additions and 8065 deletions
|
@ -16,26 +16,26 @@
|
|||
int main()
|
||||
{
|
||||
// Create main window
|
||||
sf::RenderWindow App(sf::VideoMode(800, 600), "SFML OpenGL");
|
||||
App.PreserveOpenGLStates(true);
|
||||
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");
|
||||
window.PreserveOpenGLStates(true);
|
||||
|
||||
// Create a sprite for the background
|
||||
sf::Image BackgroundImage;
|
||||
if (!BackgroundImage.LoadFromFile("datas/opengl/background.jpg"))
|
||||
sf::Image backgroundImage;
|
||||
if (!backgroundImage.LoadFromFile("datas/opengl/background.jpg"))
|
||||
return EXIT_FAILURE;
|
||||
sf::Sprite Background(BackgroundImage);
|
||||
sf::Sprite background(backgroundImage);
|
||||
|
||||
// Load an OpenGL texture.
|
||||
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
|
||||
// but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels
|
||||
GLuint Texture = 0;
|
||||
GLuint texture = 0;
|
||||
{
|
||||
sf::Image Image;
|
||||
if (!Image.LoadFromFile("datas/opengl/texture.jpg"))
|
||||
sf::Image image;
|
||||
if (!image.LoadFromFile("datas/opengl/texture.jpg"))
|
||||
return EXIT_FAILURE;
|
||||
glGenTextures(1, &Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, Texture);
|
||||
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(), Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, Image.GetPixelsPtr());
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.GetWidth(), image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, image.GetPixelsPtr());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
@ -52,98 +52,98 @@ int main()
|
|||
|
||||
// Bind our texture
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glColor4f(1.f, 1.f, 1.f, 1.f);
|
||||
|
||||
// Create a clock for measuring the time elapsed
|
||||
sf::Clock Clock;
|
||||
sf::Clock clock;
|
||||
|
||||
// Start game loop
|
||||
while (App.IsOpened())
|
||||
while (window.IsOpened())
|
||||
{
|
||||
// Process events
|
||||
sf::Event Event;
|
||||
while (App.GetEvent(Event))
|
||||
sf::Event event;
|
||||
while (window.GetEvent(event))
|
||||
{
|
||||
// Close window : exit
|
||||
if (Event.Type == sf::Event::Closed)
|
||||
App.Close();
|
||||
if (event.Type == sf::Event::Closed)
|
||||
window.Close();
|
||||
|
||||
// Escape key : exit
|
||||
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
|
||||
App.Close();
|
||||
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
|
||||
window.Close();
|
||||
|
||||
// Adjust the viewport when the window is resized
|
||||
if (Event.Type == sf::Event::Resized)
|
||||
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
|
||||
if (event.Type == sf::Event::Resized)
|
||||
glViewport(0, 0, event.Size.Width, event.Size.Height);
|
||||
}
|
||||
|
||||
// Draw background
|
||||
App.Draw(Background);
|
||||
window.Draw(background);
|
||||
|
||||
// Clear depth buffer
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// We get the position of the mouse cursor, so that we can move the box accordingly
|
||||
float CursorX = App.GetInput().GetMouseX() * 200.f / App.GetWidth() - 100.f;
|
||||
float CursorY = -App.GetInput().GetMouseY() * 200.f / App.GetHeight() + 100.f;
|
||||
float x = window.GetInput().GetMouseX() * 200.f / window.GetWidth() - 100.f;
|
||||
float y = -window.GetInput().GetMouseY() * 200.f / window.GetHeight() + 100.f;
|
||||
|
||||
// Apply some transformations
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glTranslatef(CursorX, CursorY, -100.f);
|
||||
glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
|
||||
glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
|
||||
glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
|
||||
glTranslatef(x, y, -100.f);
|
||||
glRotatef(clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
|
||||
glRotatef(clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
|
||||
glRotatef(clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
|
||||
|
||||
// Draw a cube
|
||||
float Size = 20.f;
|
||||
float size = 20.f;
|
||||
glBegin(GL_QUADS);
|
||||
|
||||
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
|
||||
glTexCoord2f(1, 1); glVertex3f( Size, Size, -Size);
|
||||
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
|
||||
glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
|
||||
glTexCoord2f(1, 1); glVertex3f( size, size, -size);
|
||||
glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
|
||||
|
||||
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, Size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
|
||||
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
|
||||
glTexCoord2f(1, 0); glVertex3f( Size, -Size, Size);
|
||||
glTexCoord2f(0, 0); glVertex3f(-size, -size, size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-size, size, size);
|
||||
glTexCoord2f(1, 1); glVertex3f( size, size, size);
|
||||
glTexCoord2f(1, 0); glVertex3f( size, -size, size);
|
||||
|
||||
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
|
||||
glTexCoord2f(1, 1); glVertex3f(-Size, Size, Size);
|
||||
glTexCoord2f(1, 0); glVertex3f(-Size, -Size, Size);
|
||||
glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
|
||||
glTexCoord2f(1, 1); glVertex3f(-size, size, size);
|
||||
glTexCoord2f(1, 0); glVertex3f(-size, -size, size);
|
||||
|
||||
glTexCoord2f(0, 0); glVertex3f(Size, -Size, -Size);
|
||||
glTexCoord2f(0, 1); glVertex3f(Size, Size, -Size);
|
||||
glTexCoord2f(1, 1); glVertex3f(Size, Size, Size);
|
||||
glTexCoord2f(1, 0); glVertex3f(Size, -Size, Size);
|
||||
glTexCoord2f(0, 0); glVertex3f(size, -size, -size);
|
||||
glTexCoord2f(0, 1); glVertex3f(size, size, -size);
|
||||
glTexCoord2f(1, 1); glVertex3f(size, size, size);
|
||||
glTexCoord2f(1, 0); glVertex3f(size, -size, size);
|
||||
|
||||
glTexCoord2f(0, 1); glVertex3f(-Size, -Size, Size);
|
||||
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
|
||||
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
|
||||
glTexCoord2f(1, 1); glVertex3f( Size, -Size, Size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-size, -size, size);
|
||||
glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
|
||||
glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
|
||||
glTexCoord2f(1, 1); glVertex3f( size, -size, size);
|
||||
|
||||
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
|
||||
glTexCoord2f(0, 0); glVertex3f(-Size, Size, -Size);
|
||||
glTexCoord2f(1, 0); glVertex3f( Size, Size, -Size);
|
||||
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
|
||||
glTexCoord2f(0, 1); glVertex3f(-size, size, size);
|
||||
glTexCoord2f(0, 0); glVertex3f(-size, size, -size);
|
||||
glTexCoord2f(1, 0); glVertex3f( size, size, -size);
|
||||
glTexCoord2f(1, 1); glVertex3f( size, size, size);
|
||||
|
||||
glEnd();
|
||||
|
||||
// Draw some text on top of our OpenGL object
|
||||
sf::String Text("SFML / OpenGL demo");
|
||||
Text.SetPosition(250.f, 450.f);
|
||||
Text.SetColor(sf::Color(255, 255, 255, 170));
|
||||
App.Draw(Text);
|
||||
sf::String text("SFML / OpenGL demo");
|
||||
text.SetPosition(250.f, 450.f);
|
||||
text.SetColor(sf::Color(255, 255, 255, 170));
|
||||
window.Draw(text);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
App.Display();
|
||||
window.Display();
|
||||
}
|
||||
|
||||
// Don't forget to destroy our texture
|
||||
glDeleteTextures(1, &Texture);
|
||||
glDeleteTextures(1, &texture);
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue