
Here we create the opengl context, the window and the renderer.
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow("SDL3 OpenGL Cube",
800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
std::cerr << "CreateWindow Error: " << SDL_GetError() << "\n";
SDL_Quit();
return 1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
std::cerr << "GL Context Error: " << SDL_GetError() << "\n";
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
glEnable(GL_DEPTH_TEST);
Here is all the code inside the main loop.
The event loop is pretty simple only the quit event:
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
}
glViewport(0, 0, 800, 600);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float proj[16];
perspective(60.0f, 800.0f / 600.0f, 1.0f, 100.0f, proj);
glLoadMatrixf(proj);
The perspective function is a reimplementation of the gluPerspective function:
void perspective(float fovY, float aspect, float zNear, float zFar, float* matrix) {
float f = 1.0f / tanf(fovY * 0.5f * (3.14159265358979323846f / 180.0f));
matrix[0] = f / aspect;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 0;
matrix[5] = f;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 0;
matrix[9] = 0;
matrix[10] = (zFar + zNear) / (zNear - zFar);
matrix[11] = -1;
matrix[12] = 0;
matrix[13] = 0;
matrix[14] = (2 * zFar * zNear) / (zNear - zFar);
matrix[15] = 0;
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(angle, 1.0f, 1.0f, 0.0f);
drawCube();
The drawCube function build the cube using openGL:
void drawCube() {
glBegin(GL_QUADS);
// Front
glColor3f(1, 0, 0);
glVertex3f(-1, -1, 1);
glVertex3f( 1, -1, 1);
glVertex3f( 1, 1, 1);
glVertex3f(-1, 1, 1);
// Back
glColor3f(0, 1, 0);
glVertex3f(-1, -1, -1);
glVertex3f(-1, 1, -1);
glVertex3f( 1, 1, -1);
glVertex3f( 1, -1, -1);
// Top
glColor3f(0, 0, 1);
glVertex3f(-1, 1, -1);
glVertex3f(-1, 1, 1);
glVertex3f( 1, 1, 1);
glVertex3f( 1, 1, -1);
// Bottom
glColor3f(1, 1, 0);
glVertex3f(-1, -1, -1);
glVertex3f( 1, -1, -1);
glVertex3f( 1, -1, 1);
glVertex3f(-1, -1, 1);
// Right
glColor3f(1, 0, 1);
glVertex3f(1, -1, -1);
glVertex3f(1, 1, -1);
glVertex3f(1, 1, 1);
glVertex3f(1, -1, 1);
// Left
glColor3f(0, 1, 1);
glVertex3f(-1, -1, -1);
glVertex3f(-1, -1, 1);
glVertex3f(-1, 1, 1);
glVertex3f(-1, 1, -1);
glEnd();
}
angle += 0.5f;
SDL_GL_SwapWindow(window);
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