
Fichier source : PlacageMonoTexture.cppp
#include "PNG/ChargePngFile.h"
    
    /* Fonction de chargement d'une texture         */
    /* a partir d'un fichier image au format png    */
    /* filename : le nom du fichier                 */
    /* @retour : le handle de la texture            */
    
    unsigned int chargementTexturePNG(char *filename) {
      unsigned int textureID = 0;
      glGenTextures(1,&textureID);
      int rx;
      int ry;
      unsigned char *img = chargeImagePng(filename,&rx,&ry);
      if ( img && textureID ) {
        glBindTexture(GL_TEXTURE_2D,textureID);
        glPixelStorei(GL_UNPACK_ALIGNMENT,1);
        glTexImage2D(GL_TEXTURE_2D,0,3,rx,ry,0,GL_RGB,GL_UNSIGNED_BYTE,img); 
        glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); 
        glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
        glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); 
        glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
        free(img); }
        else {
        if ( img ) {
          free(img); }
        if ( textureID ) {
          glDeleteTextures(1,&textureID);
          textureID = 0; } }
      return textureID;
    }
    
    /* Modelisation geometrique d'un cube           */
    /* avec placage d'une texture sur chacune       */
    /* de ses faces                                 */
    /* ct : la taille du cube                       */
    /* textureID : l'id de la texture à utiliser    */
    
    static void mySolidCube(double ct,unsigned int textureID) {
      float c =(float) ct/2.0F;
      glBindTexture(GL_TEXTURE_2D,textureID);
      glBegin(GL_QUADS);
      glNormal3f(0.0F,0.0F,-1.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f( c, c,-c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f( c,-c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f(-c,-c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f(-c, c,-c);
      glEnd();
      glBegin(GL_QUADS);
      glNormal3f(0.0F,0.0F,1.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f(-c,-c, c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f( c,-c, c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f( c, c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f(-c, c, c);
      glEnd();
      glBegin(GL_QUADS);
      glNormal3f(-1.0F,0.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f(-c, c,-c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f(-c,-c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f(-c,-c, c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f(-c, c, c);
      glEnd();
      glBegin(GL_QUADS);
      glNormal3f(1.0F,0.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f( c, c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f( c,-c, c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f( c,-c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f( c, c,-c);
      glEnd();
      glBegin(GL_QUADS);
      glNormal3f(0.0F,-1.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f(-c,-c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f(-c,-c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f( c,-c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f( c,-c, c);
      glEnd();
      glBegin(GL_QUADS);
      glNormal3f(0.0F,1.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f( c, c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f( c, c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f(-c, c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f(-c, c, c);
      glEnd();
    }
    
    /* Scene dessinee                               */
    
    static void scene(void) {
      glPushMatrix();
      mySolidCube(5.0,textureID);
      glPopMatrix();
    }
    
    /* Fonction d'initialisation des parametres     */
    /* OpenGL ne changeant pas au cours de la vie   */
    /* du programme                                 */
    
    static void init(void) {
      glClearColor(0.25F,0.25F,0.25F,1.0F);
      glLightfv(GL_LIGHT0,GL_DIFFUSE,blanc);
      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      glDepthFunc(GL_LESS);
      glEnable(GL_DEPTH_TEST);
      glEnable(GL_NORMALIZE);
      glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
      textureID = chargementTexturePNG("Test.png");
    }