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| #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h"
GLuint texture[1];
int width, height, nrChannels;
void loadGLTextures() { unsigned char *data = stbi_load("brick.jpg", &width, &height, &nrChannels, 0);
glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (nrChannels == 3) { glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); } else if (nrChannels == 4) { glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); } }
void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity();
glTranslatef(0.0f, 0.0f, -6.0f);
glRotatef(xrot, 1.0f, 0.0f, 0.0f); glRotatef(yrot, 0.0f, 1.0f, 0.0f); glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glEnd();
xrot += 0.1f; yrot += 0.1f; zrot += 0.1f;
glutSwapBuffers(); }
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