#include #include #include #include "deps/lodepng/lodepng.h" void keyboard_callback(GLFWwindow *window, int key, int scancode, int action, int mods); int main(int argc, char const *argv[]) { GLFWwindow *window; if (!glfwInit()) return -1; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); window = glfwCreateWindow(400, 400, "Example Lodepng", NULL, NULL); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); GLuint texture; 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_NEAREST); unsigned int error; unsigned char *image; unsigned int width, height; const char *filename = argc > 1 ? argv[1] : "textures/Nav.png"; error = lodepng_decode32_file(&image, &width, &height, filename); if (error) printf("Error %u: %s\n", error, lodepng_error_text(error)); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); free(image); while (!glfwWindowShouldClose(window)) { glfwSetKeyCallback(window, keyboard_callback); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 400, 400, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(1, 1, 1, 0); glClear(GL_COLOR_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glColor3ub(255, 235, 115); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(50, 50); glTexCoord2f(1, 0); glVertex2f(350, 50); glTexCoord2f(1, 1); glVertex2f(350, 350); glTexCoord2f(0, 1); glVertex2f(50, 350); glEnd(); glDisable(GL_TEXTURE_2D); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } void keyboard_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GL_TRUE); }