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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <X11/Xlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
////////////////////////////////////////////////////////////
/// Initialize OpenGL states into the specified view
///
/// \param Window Target window to initialize
///
////////////////////////////////////////////////////////////
void initialize(sf::Window& window)
{
// Activate the window
window.setActive();
// Setup OpenGL states
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.5f, 0.5f, 0.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);
}
////////////////////////////////////////////////////////////
/// Draw the OpenGL scene (a rotating cube) into
/// the specified view
///
/// \param window Target window for rendering
/// \param elapsedTime Time elapsed since the last draw
///
////////////////////////////////////////////////////////////
void draw(sf::Window& window, float elapsedTime)
{
// Activate the window
window.setActive();
// Clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(elapsedTime * 0.05f, 1.f, 0.f, 0.f);
glRotatef(elapsedTime * 0.03f, 0.f, 1.f, 0.f);
glRotatef(elapsedTime * 0.09f, 0.f, 0.f, 1.f);
// Draw a cube
glBegin(GL_QUADS);
glColor3f(1.f, 1.f, 0.f);
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);
glColor3f(1.f, 1.f, 0.f);
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);
glColor3f(0.f, 1.f, 1.f);
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);
glColor3f(0.f, 1.f, 1.f);
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);
glColor3f(1.f, 0.f, 1.f);
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);
glColor3f(1.f, 0.f, 1.f);
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();
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Error code
///
////////////////////////////////////////////////////////////
int main()
{
// Open a connection with the X server
Display* display = XOpenDisplay(NULL);
if (!display)
return EXIT_FAILURE;
// Get the default screen
int screen = DefaultScreen(display);
// Let's create the main window
XSetWindowAttributes attributes;
attributes.background_pixel = BlackPixel(display, screen);
attributes.event_mask = KeyPressMask;
Window window = XCreateWindow(display, RootWindow(display, screen),
0, 0, 650, 330, 0,
DefaultDepth(display, screen),
InputOutput,
DefaultVisual(display, screen),
CWBackPixel | CWEventMask, &attributes);
if (!window)
return EXIT_FAILURE;
// Set the window's name
XStoreName(display, window , "SFML Window");
// Let's create the windows which will serve as containers for our SFML views
Window view1 = XCreateWindow(display, window,
10, 10, 310, 310, 0,
DefaultDepth(display, screen),
InputOutput,
DefaultVisual(display, screen),
0, NULL);
Window view2 = XCreateWindow(display, window,
330, 10, 310, 310, 0,
DefaultDepth(display, screen),
InputOutput,
DefaultVisual(display, screen),
0, NULL);
// Show our windows
XMapWindow(display, window);
XFlush(display);
// Create our SFML views
sf::Window SFMLView1(view1);
sf::Window SFMLView2(view2);
// Create a clock for measuring elapsed time
sf::Clock clock;
// Initialize our views
initialize(SFMLView1);
initialize(SFMLView2);
// Start the event loop
bool running = true;
while (running)
{
while (XPending(display))
{
// Get the next pending event
XEvent event;
XNextEvent(display, &event);
// Process it
switch (event.type)
{
// Any key is pressed : quit
case KeyPress :
running = false;
break;
}
}
// Draw something into our views
draw(SFMLView1, clock.getElapsedTime().asSeconds());
draw(SFMLView2, clock.getElapsedTime().asSeconds() * 0.3f);
// Display the views on screen
SFMLView1.display();
SFMLView2.display();
}
// Close the display
XCloseDisplay(display);
return EXIT_SUCCESS;
}
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