Source code changes.
* Changed newlines to \n. * Removed whitespace before colons. * Fixed several alignments.
This commit is contained in:
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b27cbd5036
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268 changed files with 40227 additions and 40227 deletions
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@ -1,15 +1,15 @@
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set(SRCROOT ${PROJECT_SOURCE_DIR}/examples/window)
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# all source files
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set(SRC ${SRCROOT}/Window.cpp)
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# find OpenGL and GLU
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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set(ADDITIONAL_LIBRARIES ${OPENGL_LIBRARIES})
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# define the window target
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sfml_add_example(window GUI_APP
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SOURCES ${SRC}
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DEPENDS sfml-window sfml-system ${ADDITIONAL_LIBRARIES})
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set(SRCROOT ${PROJECT_SOURCE_DIR}/examples/window)
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# all source files
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set(SRC ${SRCROOT}/Window.cpp)
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# find OpenGL and GLU
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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set(ADDITIONAL_LIBRARIES ${OPENGL_LIBRARIES})
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# define the window target
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sfml_add_example(window GUI_APP
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SOURCES ${SRC}
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DEPENDS sfml-window sfml-system ${ADDITIONAL_LIBRARIES})
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@ -1,146 +1,146 @@
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////////////////////////////////////////////////////////////
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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 32-bits depth buffer when creating the window
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sf::ContextSettings contextSettings;
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contextSettings.depthBits = 32;
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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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////////////////////////////////////////////////////////////
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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 32-bits depth buffer when creating the window
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sf::ContextSettings contextSettings;
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contextSettings.depthBits = 32;
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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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