#include<iostream> #include<stdlib.h> #ifdef __APPLE__ #include<openGL/openGL.h> #include<GLUT/glut.h> #else #include<GL/glut.h> #endif using namespace std; GLfloat ballX = -0.8f; GLfloat ballY = -0.3f; GLfloat ballZ = -1.2f; GLfloat colR=3.0; GLfloat colG=1.5; GLfloat colB=1.0; GLfloat bgColR=0.0; GLfloat bgColG=0.0; GLfloat bgColB=0.0; static int flag=1; void drawBall(void) { glColor3f(colR,colG,colB); //set ball colour glTranslatef(ballX,ballY,ballZ); //moving it toward the screen a bit on creation glutSolidSphere (0.05, 30, 30); //create ball. } void drawAv(void) { glBegin(GL_POLYGON); glColor3f(1.0,1.0,1.0); glVertex3f(-0.9,-0.7,-1.0); glVertex3f(-0.5,-0.1,-1.0); glVertex3f(-0.2,-1.0,-1.0); glVertex3f(0.5,0.0,-1.0); glVertex3f(0.6,-0.2,-1.0); glVertex3f(0.9,-0.7,-1.0); glEnd(); } void drawClouds(){} void keyPress(int key, int x, int y) { if(key==GLUT_KEY_RIGHT) ballX -= 0.05f; if(key==GLUT_KEY_LEFT) ballX += 0.05f; glutPostRedisplay(); } void initRendering() { glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); //Enable lighting glEnable(GL_LIGHT0); //Enable light #0 glEnable(GL_LIGHT1); //Enable light #1 glEnable(GL_NORMALIZE); //Automatically normalize normals glShadeModel(GL_SMOOTH); //Enable smooth shading } //Called when the window is resized void handleResize(int w, int h) { //Tell OpenGL how to convert from coordinates to pixel values glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective //Set the camera perspective glLoadIdentity(); //Reset the camera gluPerspective(45.0, //The camera angle (double)w / (double)h, //The width-to-height ratio 1.0, //The near z clipping coordinate 200.0); //The far z clipping coordinate } void drawScene() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glClearColor(bgColR,bgColG,bgColB,0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //Add ambient light GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2, 0.2) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor); //Add positioned light GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5) GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8) glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); //Add directed light GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2) //Coming from the direction (-1, 0.5, 0.5) GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f}; glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1); glLightfv(GL_LIGHT1, GL_POSITION, lightPos1); //drawing the SUN glPushMatrix(); drawBall(); glPopMatrix(); //drawing the Mount Avarest glPushMatrix(); drawAv(); glPopMatrix(); //drawing the Clouds glPushMatrix(); drawClouds(); glPopMatrix(); glutSwapBuffers(); } //float _angle = 30.0f; void update(int value) { If(ballX>0.9f) { ballX = -0.8f; ballY = -0.3f; flag=1; colR=2.0; colG=1.50; colB=1.0; bgColB=0.0; } If(flag) { ballX += 0.001f; ballY +=0.0007f; colR-=0.001; //colG+=0.002; colB+=0.005; bgColB+=0.001; if(ballX>0.01) { Flag=0; } } If (!flag) { ballX += 0.001f; ballY -=0.0007f; colR+=0.001; colB- =0.01; bgColB-=0.001; if(ballX<-0.3) { Flag=1; } } glutPostRedisplay(); //Tell GLUT that the display has changed //Tell GLUT to call update again in 25 milliseconds glutTimerFunc(25, update, 0); } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(400,400); glutCreateWindow(“Sun”); initRendering(); glutDisplayFunc(drawScene); glutFullScreen(); glutSpecialFunc(keyPress); glutReshapeFunc(handleResize); glutTimerFunc(25, update, 0); glutMainLoop(); return(0); }
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#include <iostream>
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int main()
{
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cout << "Enter name:";
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C++ is a widely used middle-level programming language.
When ever you want to perform a set of operations based on a condition If-Else is used.
if(conditional-expression) {
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}
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You can also use if-else for nested Ifs and If-Else-If ladder when multiple conditions are to be performed on a single variable.
Switch is an alternative to If-Else-If ladder.
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......
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return_type function_name(parameters);
function_name (parameters)
return_type function_name(parameters) {
// code
}