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| #include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
#include <SFML/Graphics.hpp>
#include <SRL/Utils/Extensions.h>
using namespace std;
int main()
{
// Make the window with SFML
sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SRL_Engine");
App.PreserveOpenGLStates(true);
InitGLEXT();
// Initialisation
int width = 800;
int height = 600;
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(1.f);
glClearColor(0.5,0.5,0.5,1);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90, (double)width/height, 0.1, 1000);
glViewport(0,0,width, height);
GLuint fbo;
GLuint tex;
GLuint dbo;
// DepthBuffer
glGenRenderbuffersEXT(1, &dbo);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dbo);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, 512, 512);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Texture
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// FrameBuffer
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
// Binds
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
printf("FrameBuffer cree avec succes");
sf::Event Event;
while (App.IsOpened()) {
while (App.GetEvent(Event)) {
if(Event.Type == sf::Event::Closed)
App.Close();
if(Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3, 2, 4, 0, 0, 0, 0, 1, 0 );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90, 1.0, 0.1, 1000);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0, 512, 512);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(1,0);glVertex3i(-1,+1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,0);glVertex3i(-1,+1,+1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,-1,+1);
glTexCoord2i(0,1);glVertex3i(+1,-1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glEnd();
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// Un autre rendu qui utilise la texture du framebuffer
// Réinitialisation des matrices pour le rendu
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3, 2, 4, 0, 0, 0, 0, 1, 0 );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90, (double)width/height, 0.1, 1000);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(150, 150, 150);
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(1,0);glVertex3i(-1,+1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,0);glVertex3i(-1,+1,+1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,-1,+1);
glTexCoord2i(0,1);glVertex3i(+1,-1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glEnd();
App.Display();
}
return(EXIT_SUCCESS);
} |