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Author Topic: FreeBSD SFML 2.1 Hello World!  (Read 3367 times)

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jill

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FreeBSD SFML 2.1 Hello World!
« on: October 12, 2014, 03:56:48 am »
Hello, sfml, long time no see!
This is the first time I explore sfml 2 in FreeBSD, Because it's a little late for me to know it  was in FreeBSD.

I share two programs.

1. The first program, uses std::chrono to calculate FPS.
// main.cpp
#include <chrono>
#include <iostream>
#include <string>
#include <SFML/Graphics.hpp>
#include <GLES3/gl3.h>

double getTime() {
        static auto start = std::chrono::high_resolution_clock::now();
        return std::chrono::duration_cast<std::chrono::nanoseconds>(
                        std::chrono::high_resolution_clock::now()-start
                ).count()*1.0/1000000000;
}

int main() {
        sf::ContextSettings cs;
        cs.depthBits = 32;
        sf::RenderWindow window(sf::VideoMode(800, 500), "FreeBSD & SFML & OpenGL",
                sf::Style::Default, cs);

        window.setVerticalSyncEnabled(true);
        window.setActive();

        glClearColor(0.3, 0.4, 0.6, 1.0);
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_TRUE);
        glClearDepthf(1.0f);

        sf::Font font;
        font.loadFromFile("./sansation.ttf");
        sf::Text text("Pending FPS Calculating ...", font);
        text.setPosition(250.0f, 235.0f);
        text.setColor(sf::Color(255.0f, 0.0f, 0.0f, 255.0f));

        double t1, t2;
        t1 = t2 = getTime();

        while (window.isOpen()) {
                static sf::Event event;
                while (window.pollEvent(event)) {
                        if (event.type == sf::Event::Closed) {
                                window.close();
                        }
                }
                static double fps = 0.0;
                static int counter = 0;
                ++counter;
                t2 = getTime();
                if (t2-t1 >= 1.0) {
                        fps = counter/(t2-t1);
                        t1 = t2;
                        counter = 0;
                        text.setString(std::string("FPS: ")+std::to_string(fps));
                }
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                window.draw(text);
                window.display();
        }
}
 

// Makefile (Please Install devel/bmake)
CC =    clang
CXX =   clang++
PROG =  practise
SRCS =  main.cpp
CXXFLAGS +=     -stdlib=libc++ -std=c++1y `pkgconf --cflags sfml-all glesv2`
LDFLAGS +=      -stdlib=libc++ -lc++ -lm `pkgconf --libs sfml-all glesv2`
.include <prog.mk>
 

2. The second program, EGL and OpenGL ES 3
// main.cpp
#include <glm/glm.hpp>
#define GLM_FORCE_RADIANS
#include <glm/ext.hpp>
#include <SFML/Graphics.hpp>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <cmath>
#include <cassert>
#include <iostream>
#include <vector>

const int w = 640;
const int h = 480;
GLubyte image[h][w][4];

GLuint texture;

glm::mat4 mMatrix, vMatrix, pMatrix;
GLuint mLocation, vLocation, pLocation;

GLuint vShader, fShader, program;

GLuint vBuffer, iBuffer, array;

inline void makeImage() {
/*
        cx = w/2 - 1;
        cy = h/2 - 1;
        dd = 255/std::max(w, h)
        Distance: sqrt( (i-cx)^2 + (j-cy)^2 )
                ) * dd
*/

        float cx = w/2.0f-1.0f;
        float cy = h/2.0f-1.0f;
        float max_r = std::min(w, h)/2.0f;
        float dd = 255.0f/max_r;
        for (int j=0; j<h; ++j) {
                for (int i=0; i<w; ++i) {
                        float r = (GLfloat)sqrt( (i-cx)*(i-cx) + (j-cy)*(j-cy) );
                        if (r < max_r) {
                                image[j][i][0] = (GLubyte)(255.0f-r*dd);
                        } else {
                                image[j][i][0] = GLubyte(0);
                        }
                        image[j][i][1] = GLubyte(0);
                        image[j][i][2] = GLubyte(0);
                        image[j][i][3] = GLubyte(255);
                }
        }
}

void loadTexture() {
        makeImage();
        sf::Image image1;
        assert(image1.loadFromFile("./hello.png"));
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
                image1.getSize().x, image1.getSize().y, 0,
                GL_RGBA,
                GL_UNSIGNED_BYTE, image1.getPixelsPtr());
        glBindTexture(GL_TEXTURE_2D, 0);
}

void loadMatrices() {
        mMatrix = glm::mat4(1.0f);
        vMatrix = glm::lookAt(glm::vec3(5.0f, 1.6f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f),
                glm::vec3(0.0f, 1.0f, 0.0f));
        pMatrix = glm::perspective(75.0f, 1.6f, 0.08f, 50.0f);
        mLocation = glGetUniformLocation(program, "mMatrix");
        vLocation = glGetUniformLocation(program, "vMatrix");
        pLocation = glGetUniformLocation(program, "pMatrix");
        glUseProgram(program);
        glUniformMatrix4fv(mLocation, 1, GL_FALSE, &mMatrix[0][0]);
        glUniformMatrix4fv(vLocation, 1, GL_FALSE, &vMatrix[0][0]);
        glUniformMatrix4fv(pLocation, 1, GL_FALSE, &pMatrix[0][0]);
        glUseProgram(0);
}

void loadShaders() {
        const char * vs_code =
                "#version 300 es\n"
                "layout(location=0) in vec4 inPosition;\n"
                "layout(location=1) in vec2 inUV;\n"
                "out vec2 exUV;\n"
                "uniform mat4 mMatrix, vMatrix, pMatrix;\n"
                "void main() {\n"
                "       gl_Position = pMatrix * vMatrix * mMatrix * inPosition;\n"
                "       exUV = inUV;\n"
                "}\n";
        const char * fs_code =
                "#version 300 es\n"
                "in vec2 exUV;\n"
                "out vec3 outColor;\n"
                "uniform sampler2D sampler;\n"
                "void main() {\n"
                "       outColor = texture(sampler, exUV).rgb;\n"
                "}\n";
        vShader = glCreateShader(GL_VERTEX_SHADER);
        fShader = glCreateShader(GL_FRAGMENT_SHADER);
        program = glCreateProgram();
        glShaderSource(vShader, 1, &vs_code, nullptr);
        glShaderSource(fShader, 1, &fs_code, nullptr);
        glCompileShader(vShader);
        glCompileShader(fShader);
        glAttachShader(program, vShader);
        glAttachShader(program, fShader);
        glLinkProgram(program);
}

inline void * offset(int i) {
        return (void *)((char *)nullptr + i);
}

void loadBuffers() {
        glGenBuffers(1, &vBuffer);
        glGenBuffers(1, &iBuffer);
        glGenVertexArrays(1, &array);
        std::vector<GLfloat> vertices = {
                -1.6f, -1.0f, 0.0f, 1.0f,       1.0f, 0.0f,
                1.6f, -1.0f, 0.0f, 1.0f,        0.0f, 0.0f,
                1.6f, 1.0f, 0.0f, 1.0f,         0.0f, 1.0f,
                -1.6f, 1.0f, 0.0f, 1.0f,        1.0f, 1.0f
                };
        std::vector<GLubyte> indices = {
                0, 1, 2, 2, 3, 0
                };
        glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*vertices.size(), &vertices[0],
                GL_STATIC_DRAW);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte)*indices.size(),
                &indices[0], GL_STATIC_DRAW);
        glBindVertexArray(array);
        glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*6,
                offset(0));
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*6,
                offset(sizeof(GLfloat)*4));
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iBuffer);
        glBindVertexArray(0);
}

void init() {
        loadTexture();
        loadShaders();
        loadTexture();
        loadBuffers();
        loadMatrices();
        glEnable(GL_DEPTH_TEST);
        glClearDepthf(1.0f);
        glClearColor(0.3f, 0.5f, 0.7f, 1.0f);
}

void display() {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glBindVertexArray(array);
        glBindTexture(GL_TEXTURE_2D, texture);
        glUseProgram(program);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, offset(0));
        glUseProgram(0);
        glBindTexture(GL_TEXTURE_2D, 0);
        glBindVertexArray(0);
}

void reshape(int w, int h) {
        double w_ratio = w*1.0/h;
        int glx, gly, glw, glh;
        if (w_ratio > 1.6) {
                glw = h*1.6;
                glh = h;
                glx = (w-glw)/2;
                gly = 0;
        } else {
                glw = w;
                glh = w/1.6;
                glx = 0;
                gly = (h-glh)/2;
        }
        glViewport(glx, gly, glw, glh);
}

int main() {
        sf::RenderWindow window(sf::VideoMode(800, 500), "SFML Window & EGL & FreeBSD");
        window.setActive();
        EGLBoolean egl_result = EGL_FALSE;
        EGLDisplay egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
        EGLint egl_major, egl_minor;
        egl_result = eglInitialize(egl_display, &egl_major, &egl_minor);
        assert(egl_result == EGL_TRUE);
        std::clog << "EGL Version " << egl_major << "." << egl_minor << std::endl;
        egl_result = eglBindAPI(EGL_OPENGL_ES_API);
        assert(egl_result == EGL_TRUE);
        std::clog << "Bind OpenGL ES API OK!" << std::endl;
        EGLConfig egl_config;
        EGLint egl_configNum;
        const EGLint egl_configAttribList[] = {
                EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT_KHR,
                EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
                EGL_RED_SIZE, 8,
                EGL_GREEN_SIZE, 8,
                EGL_BLUE_SIZE, 8,
                EGL_ALPHA_SIZE, 8,
                EGL_DEPTH_SIZE, 8,
                EGL_NONE
        };
        egl_result = eglChooseConfig(egl_display, egl_configAttribList,
                &egl_config, 1, &egl_configNum);
        assert(egl_result == EGL_TRUE && egl_configNum == 1);
        EGLSurface egl_surface = eglCreateWindowSurface(egl_display, egl_config,
                (EGLNativeWindowType)window.getSystemHandle(), nullptr);
        assert(egl_surface != EGL_NO_SURFACE);
        const EGLint egl_contextAttribList[] = {
                EGL_CONTEXT_CLIENT_VERSION, 3,
                EGL_NONE
        };
        EGLContext egl_context = eglCreateContext(egl_display, egl_config,
                EGL_NO_CONTEXT, egl_contextAttribList);
        assert(egl_context != EGL_NO_CONTEXT);
        eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context);
        init();
        while (window.isOpen()) {
                static sf::Event event;
                while (window.pollEvent(event)) {
                        if (event.type == sf::Event::Closed) {
                                window.close();
                        }
                        if (event.type == sf::Event::Resized) {
                                reshape(event.size.width, event.size.height);
                        }
                        display();
                        eglSwapBuffers(egl_display, egl_surface);
                }
        }
        eglTerminate(egl_display);
}
 

// Makefile (Please install devel/bmake)
PROG =  egl
SRCS =  main.cpp
CC =    clang
CXX =   clang++
sfmod = sfml-all
CXXFLAGS +=     -stdlib=libc++ -std=c++1y `pkgconf --cflags egl glesv2 ${sfmod}`
LDFLAGS +=      -stdlib=libc++ `pkgconf --libs egl glesv2 ${sfmod}` -lc++ -lm
.include <bsd.prog.mk>
 
« Last Edit: October 12, 2014, 04:12:38 am by jill »

smartly

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Re: FreeBSD SFML 2.1 Hello World!
« Reply #1 on: October 23, 2014, 05:07:46 pm »
Love FreeBSD.

 

anything