1
Graphics / Overlaying things onto OpenGL
« on: May 26, 2010, 12:46:48 am »
I'm new to SFML, and I've been trying to figure out how to have an interface drawn on top of a 3D image. I can do either individually, fine, but overlaying anything onto OpenGL is beyond me. (Some code that's a fairly simple case of this:
What's the best way to do this?
Code: [Select]
#include <SFML/Graphics.hpp>
#include <iostream>
bool setupGL(){
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f};
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f};
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
return true;
}
int main()
{
// Create main window
sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL", sf::Style::Close);
sf::Shape Polygon;
Polygon.AddPoint(0, -50, sf::Color(255, 0, 0), sf::Color(0, 128, 128));
Polygon.AddPoint(50, 0, sf::Color(255, 85, 85), sf::Color(0, 128, 128));
Polygon.AddPoint(50, 50, sf::Color(255, 170, 170), sf::Color(0, 128, 128));
Polygon.AddPoint(0, 100, sf::Color(255, 255, 255), sf::Color(0, 128, 128));
Polygon.AddPoint(-50, 50, sf::Color(255, 170, 170), sf::Color(0, 128, 128));
Polygon.AddPoint(-50, 0, sf::Color(255, 85, 85), sf::Color(0, 128, 128));
App.SetFramerateLimit(60);
sf::Clock timer;
setupGL();
int face = 0;
int window_x = 800;
int window_y = 600;
while (App.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
if (Event.Type == sf::Event::Resized){
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
window_x = Event.Size.Width;
window_y = Event.Size.Height;
}
}
//App.Clear();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(timer.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
glRotatef(timer.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
glRotatef(timer.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
glBegin(GL_QUADS);
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.Draw(Polygon);
App.Display();
}
return EXIT_SUCCESS;
}
What's the best way to do this?