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| #include <iostream>
#include <cstdlib>
#include <GL/glew.h>
#include <SFML/Window.hpp>
sf::Window App;
// Un quadric
GLUquadric * sphere = NULL;
// Identifiants
GLuint framebuffer, texture1, depth, depthbuffer;
void InitOGL ()
{
glewInit ();
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.3f, 1.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport (0, 0, 512, 512); // On règle le Viewport
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (60.0, 512.0 / 512.0, 1.0, 20.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity (); // On rétablit la matrice identité
// Création du quadric
sphere = gluNewQuadric ();
glGenFramebuffersEXT(1, &framebuffer);
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texture1, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void Destroy ()
{
gluDeleteQuadric (sphere);
glDeleteFramebuffersEXT (1, &framebuffer);
glDeleteRenderbuffersEXT (1, &depth);
glDeleteTextures (1, &texture1);
}
void RenderScene ()
{
// On dessine un sol
glBegin (GL_QUADS);
glNormal3f (0.0f, 1.0f, 0.0f);
glVertex3f (-5.0f, 0.0f, 5.0f);
glVertex3f (-5.0f, 0.0f, -5.0f);
glVertex3f (5.0f, 0.0f, -5.0f);
glVertex3f (5.0f, 0.0f, 5.0f);
glEnd ();
// Et une sphère
glTranslatef (0.0f, 5.0f, 0.0f);
gluSphere (sphere, 2.0f, 20, 20);
}
void DrawQuad ()
{
// On utilise une perception 2D
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
gluOrtho2D (0.0, 512.0, 0.0, 512.0);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
glColor3f (1.0f, 1.0f, 1.0f);
glBegin (GL_QUADS);
glTexCoord2f (0.0f, 0.0f);
glVertex2f (0.0f, 0.0f);
glTexCoord2f (1.0f, 0.0f);
glVertex2f (512.0f, 0.0f);
glTexCoord2f (1.0f, 1.0f);
glVertex2f (512.0f, 512.0f);
glTexCoord2f (0.0f, 1.0f);
glVertex2f (0.0f, 512.0f);
glEnd ();
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
}
void Render ()
{
glLoadIdentity ();
gluLookAt (0.0f, 0.0f, 10.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glRotatef (20.0f, 1.0f, 0.0f, 0.0f);
// On rend la scène dans le framebuffer
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, framebuffer);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RenderScene();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Puis on dessine la texture
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture1);
DrawQuad ();
glBindTexture (GL_TEXTURE_2D, 0);
glDisable (GL_TEXTURE_2D);
}
int main()
{
// Create the main window
App.Create(sf::VideoMode(512, 512, 32), "SFML OpenGL");
// Create a clock for measuring time elapsed
sf::Clock Clock;
InitOGL ();
// Start game loop
bool Running = true;
while (Running)
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
Running = false;
// Escape key : exit
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
Running = false;
// Resize event : adjust viewport
if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}
// Set the active window before using OpenGL commands
// It's useless here because active window is always the same,
// but don't forget it if you use multiple windows or controls
App.SetCurrent();
Render ();
// Finally, display rendered frame on screen
App.Display();
}
Destroy ();
return EXIT_SUCCESS;
} |