#include "GL/freeglut.h" #include <cmath> #include <iostream> #include <sstream> #include <vector> #include "vecmath.h" using namespace std; // Globals // This is the list of points (3D vectors) vector<Vector3f> vecv; // This is the list of normals (also 3D vectors) vector<Vector3f> vecn; // This is the list of faces (indices into vecv and vecn) vector<vector<unsigned> > vecf; // You will need more global variables to implement color and position changes // These are convenience functions which allow us to call OpenGL // methods on Vec3d objects inline void glVertex(const Vector3f &a) { glVertex3fv(a); } inline void glNormal(const Vector3f &a) { glNormal3fv(a); } // This function is called whenever a "Normal" key press is received. void keyboardFunc( unsigned char key, int x, int y ) { switch ( key ) { case 27: // Escape key exit(0); break; case 'c': // add code to change color here cout << "Unhandled key press " << key << "." << endl; break; default: cout << "Unhandled key press " << key << "." << endl; } // this will refresh the screen so that the user sees the color change glutPostRedisplay(); } // This function is called whenever a "Special" key press is received. // Right now, it's handling the arrow keys. void specialFunc( int key, int x, int y ) { switch ( key ) { case GLUT_KEY_UP: // add code to change light position cout << "Unhandled key press: up arrow." << endl; break; case GLUT_KEY_DOWN: // add code to change light position cout << "Unhandled key press: down arrow." << endl; break; case GLUT_KEY_LEFT: // add code to change light position cout << "Unhandled key press: left arrow." << endl; break; case GLUT_KEY_RIGHT: // add code to change light position cout << "Unhandled key press: right arrow." << endl; break; } // this will refresh the screen so that the user sees the light position glutPostRedisplay(); } // This function is responsible for displaying the object. void drawScene(void) { int i; // Clear the rendering window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Rotate the image glMatrixMode( GL_MODELVIEW ); // Current matrix affects objects positions glLoadIdentity(); // Initialize to the identity // Position the camera at [0,0,5], looking at [0,0,0], // with [0,1,0] as the up direction. gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); // Set material properties of object // Here are some colors you might use - feel free to add more GLfloat diffColors[4][4] = { {0.5, 0.5, 0.9, 1.0}, {0.9, 0.5, 0.5, 1.0}, {0.5, 0.9, 0.3, 1.0}, {0.3, 0.8, 0.9, 1.0} }; // Here we use the first color entry as the diffuse color glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffColors[0]); // Define specular color and shininess GLfloat specColor[] = {1.0, 1.0, 1.0, 1.0}; GLfloat shininess[] = {100.0}; // Note that the specular color and shininess can stay constant glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specColor); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess); // Set light properties // Light color (RGBA) GLfloat Lt0diff[] = {1.0,1.0,1.0,1.0}; // Light position GLfloat Lt0pos[] = {1.0f, 1.0f, 5.0f, 1.0f}; glLightfv(GL_LIGHT0, GL_DIFFUSE, Lt0diff); glLightfv(GL_LIGHT0, GL_POSITION, Lt0pos); // This GLUT method draws a teapot. You should replace // it with code which draws the object you loaded. glutSolidTeapot(1.0); // Dump the image to the screen. glutSwapBuffers(); } // Initialize OpenGL's rendering modes void initRendering() { glEnable(GL_DEPTH_TEST); // Depth testing must be turned on glEnable(GL_LIGHTING); // Enable lighting calculations glEnable(GL_LIGHT0); // Turn on light #0. } // Called when the window is resized // w, h - width and height of the window in pixels. void reshapeFunc(int w, int h) { // Always use the largest square viewport possible if (w > h) { glViewport((w - h) / 2, 0, h, h); } else { glViewport(0, (h - w) / 2, w, w); } // Set up a perspective view, with square aspect ratio glMatrixMode(GL_PROJECTION); glLoadIdentity(); // 50 degree fov, uniform aspect ratio, near = 1, far = 100 gluPerspective(50.0, 1.0, 1.0, 100.0); } void loadInput() { // load the OBJ file here } // Main routine. // Set up OpenGL, define the callbacks and start the main loop int main( int argc, char** argv ) { loadInput(); glutInit(&argc,argv); // We're going to animate it, so double buffer glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); // Initial parameters for window position and size glutInitWindowPosition( 60, 60 ); glutInitWindowSize( 360, 360 ); glutCreateWindow("Assignment 0"); // Initialize OpenGL parameters. initRendering(); // Set up callback functions for key presses glutKeyboardFunc(keyboardFunc); // Handles "normal" ascii symbols glutSpecialFunc(specialFunc); // Handles "special" keyboard keys // Set up the callback function for resizing windows glutReshapeFunc( reshapeFunc ); // Call this whenever window needs redrawing glutDisplayFunc( drawScene ); // Start the main loop. glutMainLoop never returns. glutMainLoop( ); return 0; // This line is never reached. }
Write, Run & Share C++ code online using OneCompiler's C++ online compiler for free. It's one of the robust, feature-rich online compilers for C++ language, running on the latest version 17. Getting started with the OneCompiler's C++ compiler is simple and pretty fast. The editor shows sample boilerplate code when you choose language as C++
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OneCompiler's C++ online compiler supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample program which takes name as input and print your name with hello.
#include <iostream>
#include <string>
using namespace std;
int main()
{
string name;
cout << "Enter name:";
getline (cin, name);
cout << "Hello " << name;
return 0;
}
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) {
//code
}
else {
//code
}
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.
switch(conditional-expression){
case value1:
// code
break; // optional
case value2:
// code
break; // optional
......
default:
code to be executed when all the above cases are not matched;
}
For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement){
//code
}
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while (condition) {
// code
}
Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.
do {
// code
} while (condition);
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increases re-usuability and modularity. Function gets run only when it is called.
return_type function_name(parameters);
function_name (parameters)
return_type function_name(parameters) {
// code
}