morden opengl 3d chairs c 1
I need someone to write a modern Open source for a 3D chair with low polygon count>>> DONT use the below code because its considered as Old GL :
CODE
#include <windows.h>
#include <GL/glut.h>
//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) {
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); // keep it like this
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -14.0f);
//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[] = {0.0f, -8.0f, 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(10, 1.0f, 0.0f, 0.0f);
glRotatef(-10, 0.0f, 0.0f, 1.0f);
glRotatef(_angle,0.0f, 1.0f, 0.0f);
//glRotatef(10, 1.0f, 0.0f, 0.0f);
//glRotatef(-10, 0.0f, 0.0f, 1.0f);
//glRotatef(_angle,0.0f, 1.0f, 0.0f);
glColor3f(1.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
//Front
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-2.0f, -0.2f, 2.0f);
glVertex3f(2.0f, -0.2f, 2.0f);
glVertex3f(2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, 2.0f);
//Right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(2.0f, –0.2f, –2.0f);
glVertex3f(2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, 0.2f, 2.0f);
glVertex3f(2.0f, -0.2f, 2.0f);
//Back
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-2.0f, -0.2f, -2.0f);
glVertex3f(-2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, –0.2f, –2.0f);
//Left
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-2.0f, -0.2f, -2.0f);
glVertex3f(–2.0f, –0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, -2.0f);
//top
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f(2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, 0.2f, –2.0f);
//bottom
glNormal3f(0.0f,-1.0f,0.0f);
glVertex3f(2.0f, –0.2f, 2.0f);
glVertex3f(-2.0f, -0.2f, 2.0f);
glVertex3f(-2.0f, -0.2f, -2.0f);
glVertex3f(2.0f, -0.2f, -2.0f);
//table front leg
//front
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.8f,-0.2f,1.6f);
glVertex3f(1.4f, –0.2f, 1.6f);
glVertex3f(1.4f, -3.0f, 1.6f);
glVertex3f(1.8f, -3.0f, 1.6f);
//back
glNormal3f(0.0f, 0.0f, –1.0f);
glVertex3f(1.8f,-0.2f,1.2f);
glVertex3f(1.4f, -0.2f, 1.2f);
glVertex3f(1.4f, -3.0f, 1.2f);
glVertex3f(1.8f, –3.0f, 1.2f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.8f,–0.2f,1.6f);
glVertex3f(1.8f, -0.2f, 1.2f);
glVertex3f(1.8f, -3.0f, 1.2f);
glVertex3f(1.8f, -3.0f, 1.6f);
//left
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(1.4f,-0.2f,1.6f);
glVertex3f(1.4f, -0.2f, 1.2f);
glVertex3f(1.4f, –3.0f, 1.2f);
glVertex3f(1.4f, -3.0f, 1.6f);
//back leg back
//front
glNormal3f(0.0f, 0.0f, –1.0f);
glVertex3f(1.8f,-0.2f,-1.2f);
glVertex3f(1.4f, -0.2f, -1.2f);
glVertex3f(1.4f, -3.0f, -1.2f);
glVertex3f(1.8f, –3.0f, –1.2f);
//back
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(1.8f,–0.2f,–1.6f);
glVertex3f(1.4f, -0.2f, -1.6f);
glVertex3f(1.4f, -3.0f, -1.6f);
glVertex3f(1.8f, -3.0f, -1.6f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.8f,-0.2f,-1.6f);
glVertex3f(1.8f, -0.2f, -1.2f);
glVertex3f(1.8f, –3.0f, –1.2f);
glVertex3f(1.8f, -3.0f, -1.6f);
//left
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.4f,-0.2f,-1.6f);
glVertex3f(1.4f, -0.2f, -1.2f);
glVertex3f(1.4f, -3.0f, -1.2f);
glVertex3f(1.4f, -3.0f, -1.6f);
//leg left front
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.8f,-0.2f,1.6f);
glVertex3f(–1.4f, –0.2f, 1.6f);
glVertex3f(-1.4f, -3.0f, 1.6f);
glVertex3f(-1.8f, -3.0f, 1.6f);
//back
glNormal3f(0.0f, 0.0f, –1.0f);
glVertex3f(-1.8f,-0.2f,1.2f);
glVertex3f(-1.4f, -0.2f, 1.2f);
glVertex3f(-1.4f, -3.0f, 1.2f);
glVertex3f(–1.8f, –3.0f, 1.2f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(–1.8f,–0.2f,1.6f);
glVertex3f(-1.8f, -0.2f, 1.2f);
glVertex3f(-1.8f, -3.0f, 1.2f);
glVertex3f(-1.8f, -3.0f, 1.6f);
//left
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.4f,-0.2f,1.6f);
glVertex3f(-1.4f, -0.2f, 1.2f);
glVertex3f(–1.4f, –3.0f, 1.2f);
glVertex3f(-1.4f, -3.0f, 1.6f);
//left leg back front
//front
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-1.8f,-0.2f,-1.2f);
glVertex3f(-1.4f, -0.2f, -1.2f);
glVertex3f(–1.4f, –3.0f, –1.2f);
glVertex3f(-1.8f, -3.0f, -1.2f);
//back
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-1.8f,-0.2f,-1.6f);
glVertex3f(-1.4f, -0.2f, -1.6f);
glVertex3f(-1.4f, -3.0f, -1.6f);
glVertex3f(-1.8f, -3.0f, -1.6f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(-1.8f,-0.2f,-1.6f);
glVertex3f(–1.8f, –0.2f, –1.2f);
glVertex3f(-1.8f, -3.0f, -1.2f);
glVertex3f(-1.8f, -3.0f, -1.6f);
//left
glNormal3f(–1.0f, 0.0f, 0.0f);
glVertex3f(-1.4f,-0.2f,-1.6f);
glVertex3f(-1.4f, -0.2f, -1.2f);
glVertex3f(-1.4f, -3.0f, -1.2f);
glVertex3f(–1.4f, –3.0f, –1.6f);
//chair back
//front
glColor3f(1,0,0);
//glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.8f, 0.2f, -1.8f);
glVertex3f(1.8f, 0.2f, -1.8f);
glVertex3f(1.8f, 3.5f, -1.8f);
glVertex3f(-1.8f, 3.5f, -1.8f);
//back
//glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.8f, 0.2f, -2.0f);
glVertex3f(1.8f, 0.2f, -2.0f);
glVertex3f(1.8f, 3.5f, –2.0f);
glVertex3f(-1.8f, 3.5f, -2.0f);
//glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(–1.8f, 0.2f, –2.0f);
glVertex3f(-1.8f, 3.5f, -2.0f);
glVertex3f(-1.8f, 3.5f, -1.8f);
glVertex3f(-1.8f, 0.2f, -1.8f);
glVertex3f(1.8f, 0.2f, -2.0f);
glVertex3f(1.8f, 3.5f, -2.0f);
glVertex3f(1.8f, 3.5f, -1.8f);
glVertex3f(1.8f, 0.2f, -1.8f);
glVertex3f(-1.8f, 3.5f, -2.0f);
glVertex3f(-1.8f, 3.5f, -1.8f);
glVertex3f(1.8f, 3.5f, -1.8f);
glVertex3f(1.8f, 3.5f, -2.0f);
glEnd();
glutSwapBuffers();
}
void update(int value) {
_angle += 1.5f;
if (_angle > 360) {
_angle -= 360;
}
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600, 600);
//Create the window
glutCreateWindow(“Lighting”);
initRendering();
//Set handler functions
glutDisplayFunc(drawScene);
glutReshapeFunc(handleResize);
update(0);
glutMainLoop();
return 0;
}#include <windows.h>
#include <GL/glut.h>
//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) {
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); // keep it like this
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -14.0f);
//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[] = {0.0f, -8.0f, 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(10, 1.0f, 0.0f, 0.0f);
glRotatef(-10, 0.0f, 0.0f, 1.0f);
glRotatef(_angle,0.0f, 1.0f, 0.0f);
//glRotatef(10, 1.0f, 0.0f, 0.0f);
//glRotatef(-10, 0.0f, 0.0f, 1.0f);
//glRotatef(_angle,0.0f, 1.0f, 0.0f);
glColor3f(1.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
//Front
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-2.0f, -0.2f, 2.0f);
glVertex3f(2.0f, -0.2f, 2.0f);
glVertex3f(2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, 2.0f);
//Right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(2.0f, –0.2f, –2.0f);
glVertex3f(2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, 0.2f, 2.0f);
glVertex3f(2.0f, -0.2f, 2.0f);
//Back
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-2.0f, -0.2f, -2.0f);
glVertex3f(-2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, –0.2f, –2.0f);
//Left
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-2.0f, -0.2f, -2.0f);
glVertex3f(–2.0f, –0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, -2.0f);
//top
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f(2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, 2.0f);
glVertex3f(-2.0f, 0.2f, -2.0f);
glVertex3f(2.0f, 0.2f, –2.0f);
//bottom
glNormal3f(0.0f,-1.0f,0.0f);
glVertex3f(2.0f, –0.2f, 2.0f);
glVertex3f(-2.0f, -0.2f, 2.0f);
glVertex3f(-2.0f, -0.2f, -2.0f);
glVertex3f(2.0f, -0.2f, -2.0f);
//table front leg
//front
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.8f,-0.2f,1.6f);
glVertex3f(1.4f, –0.2f, 1.6f);
glVertex3f(1.4f, -3.0f, 1.6f);
glVertex3f(1.8f, -3.0f, 1.6f);
//back
glNormal3f(0.0f, 0.0f, –1.0f);
glVertex3f(1.8f,-0.2f,1.2f);
glVertex3f(1.4f, -0.2f, 1.2f);
glVertex3f(1.4f, -3.0f, 1.2f);
glVertex3f(1.8f, –3.0f, 1.2f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.8f,–0.2f,1.6f);
glVertex3f(1.8f, -0.2f, 1.2f);
glVertex3f(1.8f, -3.0f, 1.2f);
glVertex3f(1.8f, -3.0f, 1.6f);
//left
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(1.4f,-0.2f,1.6f);
glVertex3f(1.4f, -0.2f, 1.2f);
glVertex3f(1.4f, –3.0f, 1.2f);
glVertex3f(1.4f, -3.0f, 1.6f);
//back leg back
//front
glNormal3f(0.0f, 0.0f, –1.0f);
glVertex3f(1.8f,-0.2f,-1.2f);
glVertex3f(1.4f, -0.2f, -1.2f);
glVertex3f(1.4f, -3.0f, -1.2f);
glVertex3f(1.8f, –3.0f, –1.2f);
//back
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(1.8f,–0.2f,–1.6f);
glVertex3f(1.4f, -0.2f, -1.6f);
glVertex3f(1.4f, -3.0f, -1.6f);
glVertex3f(1.8f, -3.0f, -1.6f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.8f,-0.2f,-1.6f);
glVertex3f(1.8f, -0.2f, -1.2f);
glVertex3f(1.8f, –3.0f, –1.2f);
glVertex3f(1.8f, -3.0f, -1.6f);
//left
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.4f,-0.2f,-1.6f);
glVertex3f(1.4f, -0.2f, -1.2f);
glVertex3f(1.4f, -3.0f, -1.2f);
glVertex3f(1.4f, -3.0f, -1.6f);
//leg left front
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.8f,-0.2f,1.6f);
glVertex3f(–1.4f, –0.2f, 1.6f);
glVertex3f(-1.4f, -3.0f, 1.6f);
glVertex3f(-1.8f, -3.0f, 1.6f);
//back
glNormal3f(0.0f, 0.0f, –1.0f);
glVertex3f(-1.8f,-0.2f,1.2f);
glVertex3f(-1.4f, -0.2f, 1.2f);
glVertex3f(-1.4f, -3.0f, 1.2f);
glVertex3f(–1.8f, –3.0f, 1.2f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(–1.8f,–0.2f,1.6f);
glVertex3f(-1.8f, -0.2f, 1.2f);
glVertex3f(-1.8f, -3.0f, 1.2f);
glVertex3f(-1.8f, -3.0f, 1.6f);
//left
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.4f,-0.2f,1.6f);
glVertex3f(-1.4f, -0.2f, 1.2f);
glVertex3f(–1.4f, –3.0f, 1.2f);
glVertex3f(-1.4f, -3.0f, 1.6f);
//left leg back front
//front
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-1.8f,-0.2f,-1.2f);
glVertex3f(-1.4f, -0.2f, -1.2f);
glVertex3f(–1.4f, –3.0f, –1.2f);
glVertex3f(-1.8f, -3.0f, -1.2f);
//back
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-1.8f,-0.2f,-1.6f);
glVertex3f(-1.4f, -0.2f, -1.6f);
glVertex3f(-1.4f, -3.0f, -1.6f);
glVertex3f(-1.8f, -3.0f, -1.6f);
//right
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(-1.8f,-0.2f,-1.6f);
glVertex3f(–1.8f, –0.2f, –1.2f);
glVertex3f(-1.8f, -3.0f, -1.2f);
glVertex3f(-1.8f, -3.0f, -1.6f);
//left
glNormal3f(–1.0f, 0.0f, 0.0f);
glVertex3f(-1.4f,-0.2f,-1.6f);
glVertex3f(-1.4f, -0.2f, -1.2f);
glVertex3f(-1.4f, -3.0f, -1.2f);
glVertex3f(–1.4f, –3.0f, –1.6f);
//chair back
//front
glColor3f(1,0,0);
//glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.8f, 0.2f, -1.8f);
glVertex3f(1.8f, 0.2f, -1.8f);
glVertex3f(1.8f, 3.5f, -1.8f);
glVertex3f(-1.8f, 3.5f, -1.8f);
//back
//glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.8f, 0.2f, -2.0f);
glVertex3f(1.8f, 0.2f, -2.0f);
glVertex3f(1.8f, 3.5f, –2.0f);
glVertex3f(-1.8f, 3.5f, -2.0f);
//glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(–1.8f, 0.2f, –2.0f);
glVertex3f(-1.8f, 3.5f, -2.0f);
glVertex3f(-1.8f, 3.5f, -1.8f);
glVertex3f(-1.8f, 0.2f, -1.8f);
glVertex3f(1.8f, 0.2f, -2.0f);
glVertex3f(1.8f, 3.5f, -2.0f);
glVertex3f(1.8f, 3.5f, -1.8f);
glVertex3f(1.8f, 0.2f, -1.8f);
glVertex3f(-1.8f, 3.5f, -2.0f);
glVertex3f(-1.8f, 3.5f, -1.8f);
glVertex3f(1.8f, 3.5f, -1.8f);
glVertex3f(1.8f, 3.5f, -2.0f);
glEnd();
glutSwapBuffers();
}
void update(int value) {
_angle += 1.5f;
if (_angle > 360) {
_angle -= 360;
}
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600, 600);
//Create the window
glutCreateWindow(“Lighting”);
initRendering();
//Set handler functions
glutDisplayFunc(drawScene);
glutReshapeFunc(handleResize);
update(0);
glutMainLoop();
return 0;
}

