sfml-tutorial/opengl.cpp

105 lines
3.0 KiB
C++

#include <SFML/Window.hpp>
int main()
{
sf::Clock Clock;
sf::Window App(sf::VideoMode(800, 600, 32), "SFML OpenGL");
App.UseVerticalSync(true);
App.SetActive();
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColor3f(1.f, 1.f, 1.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
while (App.IsOpened())
{
sf::Event Event;
while (App.GetEvent(Event))
{
if (Event.Type == sf::Event::Closed)
App.Close();
if ( (Event.Type == sf::Event::KeyPressed)
&& (Event.Key.Code == sf::Key::Escape) )
App.Close();
if (Event.Type == sf::Event::Resized)
{
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f,
(float)Event.Size.Width / (float)Event.Size.Height,
1.f, 500.f);
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.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);
glBegin(GL_QUADS);
glNormal3f(0, 0, -1);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glNormal3f(0, 0, 1);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f( 50.f, 50.f, 50.f);
glVertex3f( 50.f, -50.f, 50.f);
glNormal3f(-1, 0, 0);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glNormal3f(1, 0, 0);
glVertex3f(50.f, -50.f, -50.f);
glVertex3f(50.f, 50.f, -50.f);
glVertex3f(50.f, 50.f, 50.f);
glVertex3f(50.f, -50.f, 50.f);
glNormal3f(0, -1, 0);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, 50.f);
glNormal3f(0, 1, 0);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, 50.f);
glEnd();
App.Display();
}
return EXIT_SUCCESS;
}