#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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#include <iostream>
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int main()
{
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cout << "Enter name:";
getline (cin, name);
cout << "Hello " << 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) {
//code
}
else {
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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.
switch(conditional-expression){
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break; // optional
case value2:
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break; // optional
......
default:
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For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement){
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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) {
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}
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 {
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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
}