#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#define iWidth (16+2)
#define iHeight (16+2)
static GLubyte image[iHeight][iWidth][3];
static GLuint texName;
void makeImage(void)
{
int s, t;
for (s=0; s < 18; ++s)
{
for (t=0; t < 18; ++t)
{
image[t][s][0] = 0;
image[t][s][1] = 0;
image[t][s][2] = 255;
}
}
for (s=1; s < 17; s++)
{
for (t=1; t < 17; t++)
{
image[t][s][0] = (GLubyte) ((s-1) * 17);
image[t][s][1] = (GLubyte) ((t-1) * 17);
image[t][s][2] = (GLubyte) (1);
}
}
}
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, iWidth, iHeight, 1, GL_RGB, GL_UNSIGNED_BYTE, image);
glEnable(GL_TEXTURE_2D);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glEnd();
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
glTranslatef(0.0,0.0,-3.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc (keyboard);
glutMainLoop();
return 0;
}