Updated the Window and OpenGL examples (got rid of GLU and immediate mode)

This commit is contained in:
Laurent Gomila 2013-05-21 16:57:02 +02:00
parent ebaad339a9
commit 8cb05fc6d0
2 changed files with 169 additions and 109 deletions

View file

@ -14,14 +14,16 @@
////////////////////////////////////////////////////////////
int main()
{
// Request a 32-bits depth buffer when creating the window
sf::ContextSettings contextSettings;
contextSettings.depthBits = 32;
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL", sf::Style::Default, sf::ContextSettings(32));
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML graphics with OpenGL", sf::Style::Default, contextSettings);
window.setVerticalSyncEnabled(true);
// Load a font for drawing some text
sf::Font font;
if (!font.loadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
// Make it the active window for OpenGL calls
window.setActive();
// Create a sprite for the background
sf::Texture backgroundTexture;
@ -29,6 +31,14 @@ int main()
return EXIT_FAILURE;
sf::Sprite background(backgroundTexture);
// Create some text to draw on top of our OpenGL object
sf::Font font;
if (!font.loadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
sf::Text text("SFML / OpenGL demo", font);
text.setColor(sf::Color(255, 255, 255, 170));
text.setPosition(250.f, 450.f);
// Load an OpenGL texture.
// We could directly use a sf::Texture 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 an image
@ -49,15 +59,78 @@ int main()
glDepthMask(GL_TRUE);
glClearDepth(1.f);
// Disable lighting
glDisable(GL_LIGHTING);
// 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();
gluPerspective(90.f, 1.f, 1.f, 500.f);
GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y;
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
// Bind our texture
// Bind the texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glColor4f(1.f, 1.f, 1.f, 1.f);
// Define a 3D cube (8 faces made of 2 triangles composed by 3 vertices)
GLfloat cube[] =
{
// positions // texture coordinates
-20, -20, -20, 0, 0,
-20, 20, -20, 1, 0,
-20, -20, 20, 0, 1,
-20, -20, 20, 0, 1,
-20, 20, -20, 1, 0,
-20, 20, 20, 1, 1,
20, -20, -20, 0, 0,
20, 20, -20, 1, 0,
20, -20, 20, 0, 1,
20, -20, 20, 0, 1,
20, 20, -20, 1, 0,
20, 20, 20, 1, 1,
-20, -20, -20, 0, 0,
20, -20, -20, 1, 0,
-20, -20, 20, 0, 1,
-20, -20, 20, 0, 1,
20, -20, -20, 1, 0,
20, -20, 20, 1, 1,
-20, 20, -20, 0, 0,
20, 20, -20, 1, 0,
-20, 20, 20, 0, 1,
-20, 20, 20, 0, 1,
20, 20, -20, 1, 0,
20, 20, 20, 1, 1,
-20, -20, -20, 0, 0,
20, -20, -20, 1, 0,
-20, 20, -20, 0, 1,
-20, 20, -20, 0, 1,
20, -20, -20, 1, 0,
20, 20, -20, 1, 1,
-20, -20, 20, 0, 0,
20, -20, 20, 1, 0,
-20, 20, 20, 0, 1,
-20, 20, 20, 0, 1,
20, -20, 20, 1, 0,
20, 20, 20, 1, 1
};
// Enable position and texture coordinates vertex components
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), cube);
glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), cube + 3);
// Disable normal and color vertex components
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// Create a clock for measuring the time elapsed
sf::Clock clock;
@ -87,11 +160,6 @@ int main()
window.draw(background);
window.popGLStates();
// Activate the window before using OpenGL commands.
// This is useless here because we have only one window which is
// always the active one, but don't forget it if you use multiple windows
window.setActive();
// Clear the depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
@ -107,47 +175,11 @@ int main()
glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f);
// Draw a cube
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, 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 the cube
glDrawArrays(GL_TRIANGLES, 0, 36);
// Draw some text on top of our OpenGL object
window.pushGLStates();
sf::Text text("SFML / OpenGL demo", font);
text.setColor(sf::Color(255, 255, 255, 170));
text.setPosition(250.f, 450.f);
window.draw(text);
window.popGLStates();