#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>

const int numPlanets = 8;
const float distanceScale = 0.1f;
const float rotationSpeed = 0.01f;

GLFWwindow* window;
float aspectRatio = 16.0f / 9.0f;
float deltaTime = 0.0f;
float lastFrame = 0.0f;

struct Planet {
    float distance;
    float angle;
    float radius;
    glm::vec3 color;
};

Planet planets[numPlanets] = {
    {0.0f, 0.0f, 1.0f, glm::vec3(1.0f, 1.0f, 0.0f)},   // Sun
    {2.0f, 0.0f, 0.2f, glm::vec3(0.5f, 0.5f, 1.0f)},   // Mercury
    {3.0f, 0.0f, 0.4f, glm::vec3(0.7f, 0.2f, 0.2f)},   // Venus
    {5.0f, 0.0f, 0.5f, glm::vec3(0.2f, 0.5f, 0.8f)},   // Earth
    {8.0f, 0.0f, 0.3f, glm::vec3(0.8f, 0.8f, 0.8f)},   // Mars
    {12.0f, 0.0f, 1.0f, glm::vec3(0.9f, 0.7f, 0.5f)},  // Jupiter
    {20.0f, 0.0f, 0.8f, glm::vec3(0.5f, 0.7f, 0.9f)},  // Saturn
    {30.0f, 0.0f, 0.6f, glm::vec3(0.6f, 0.6f, 0.6f)}   // Uranus
    // Add more planets as needed
};

void initGL() {
    if (!glfwInit()) {
        std::cerr << "Failed to initialize GLFW\n";
        exit(EXIT_FAILURE);
    }

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);

    window = glfwCreateWindow(800, 600, "Solar System Simulation", NULL, NULL);
    if (!window) {
        std::cerr << "Failed to open GLFW window\n";
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwMakeContextCurrent(window);
    glewExperimental = GL_TRUE;

    if (glewInit() != GLEW_OK) {
        std::cerr << "Failed to initialize GLEW\n";
        exit(EXIT_FAILURE);
    }

    glViewport(0, 0, 800, 600);
    glEnable(GL_DEPTH_TEST);
}

void update() {
    float currentFrame = glfwGetTime();
    deltaTime = currentFrame - lastFrame;
    lastFrame = currentFrame;

    for (int i = 0; i < numPlanets; ++i) {
        planets[i].angle += rotationSpeed * deltaTime;
        if (planets[i].angle > 360.0f) {
            planets[i].angle -= 360.0f;
        }
    }
}

void render() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Set up projection and view matrices
    glm::mat4 projection = glm::perspective(glm::radians(45.0f), aspectRatio, 0.1f, 100.0f);
    glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 15.0f), glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

    for (int i = 0; i < numPlanets; ++i) {
        glm::mat4 model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(planets[i].distance * distanceScale, 0.0f, 0.0f));
        model = glm::rotate(model, glm::radians(planets[i].angle), glm::vec3(0.0f, 1.0f, 0.0f));
        model = glm::translate(model, glm::vec3(planets[i].radius, 0.0f, 0.0f));

        glm::mat4 mvp = projection * view * model;

        // Draw the planet
        // Replace this with your rendering code (e.g., a sphere)
        // Example: drawSphere(planets[i].radius, planets[i].color, mvp);
    }

    glfwSwapBuffers(window);
}

int main() {
    initGL();

    while (!glfwWindowShouldClose(window)) {
        update();
        render();
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
} 
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Read inputs from stdin

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#include <iostream>
#include <string>
using namespace std;

int main() 
{
    string name;
    cout << "Enter name:";
    getline (cin, name);
    cout << "Hello " << name;
    return 0;
}

About C++

C++ is a widely used middle-level programming language.

  • Supports different platforms like Windows, various Linux flavours, MacOS etc
  • C++ supports OOPS concepts like Inheritance, Polymorphism, Encapsulation and Abstraction.
  • Case-sensitive
  • C++ is a compiler based language
  • C++ supports structured programming language
  • C++ provides alot of inbuilt functions and also supports dynamic memory allocation.
  • Like C, C++ also allows you to play with memory using Pointers.

Syntax help

Loops

1. If-Else:

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.

2. Switch:

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;    
} 

3. For:

For loop is used to iterate a set of statements based on a condition.

for(Initialization; Condition; Increment/decrement){  
  //code  
} 

4. While:

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 
}  

5. Do-While:

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); 

Functions

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.

How to declare a Function:

return_type function_name(parameters);

How to call a Function:

function_name (parameters)

How to define a Function:

return_type function_name(parameters) {  
 // code
}