here my coding…my teacher gave me the task to fix the cube and add more cubes…even though im new to opengl
#include <iostream>
#include <stdlib.h>
#include <GL/glut.h>
static GLfloat theta[] = { 0.0, 0.0, 0.0 };
static GLint axis = 2;
using namespace std;
//Called when a key is pressed
void handleKeypress(unsigned char key, int x, int y) {
switch (key) {
case 27: //Escape key
exit(0);
}
}
//Initializes 3D rendering
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) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0);
}
float _angle = -70.0f;
//Draws the 3D scene
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -20.0f);
//Add ambient light
GLfloat ambientColor[] = { 1.2f, 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);
//glRotatef(_angle, 0.0f, 1.0f, 0.0f);
glRotatef(theta[0], 1.0, 0.0, 0.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
glRotatef(theta[2], 0.0, 0.0, 1.0);
glColor3f(0.0f, 1.0f, 6.2f);
glBegin(GL_QUADS);
//Front
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, 1.0f, 1.5f);
glVertex3f(-1.5f, 1.0f, 1.5f);
//Right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.5f, -1.0f, -1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
glVertex3f(1.5f, 1.0f, 1.5f);
glVertex3f(1.5f, -1.0f, 1.5f);
//Back
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-1.5f, -1.0f, -1.5f);
glVertex3f(-1.5f, 1.0f, -1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
glVertex3f(1.5f, -1.0f, -1.5f);
//Left
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.5f, -1.0f, -1.5f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glVertex3f(-1.5f, 1.0f, 1.5f);
glVertex3f(-1.5f, 1.0f, -1.5f);
//top
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(1.5f, 1.0f, 1.5f);
glVertex3f(-1.5f, 1.0f, 1.5f);
glVertex3f(-1.5f, 1.0f, -1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
//down
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(1.5f, -1.0f, 1.5f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glVertex3f(-1.5f, -1.0f, -1.5f);
glVertex3f(1.5f, -1.0f, -1.5f);
glEnd();
glutSwapBuffers();
}
void update(int value) {
_angle += 1.5f;
if (_angle > 360) {
_angle -= 360;
}
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}
void spinCube()
{
/* idle callback, spin cube 2 degrees about selected axis */
theta[axis] += 0.5;
if (theta[axis] > 360.0) theta[axis] -= 360.0;
/* display(); */
glutPostRedisplay();
}
void mouse(int btn, int state, int x, int y)
{
/* mouse callback, selects an axis about which to rotate */
if (btn == GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0;
if (btn == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1;
if (btn == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2;
}
int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
//Create the window
glutCreateWindow("Create Box with Lighting");
initRendering();
//Set handler functions
glutDisplayFunc(drawScene);
glutKeyboardFunc(handleKeypress);
glutReshapeFunc(handleResize);
glutIdleFunc(spinCube);
glutMouseFunc(mouse);
glutTimerFunc(25, update, 0); //Add a timer
glutMainLoop();
return 0;
}