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//3D cube #include Dependenciesglewglew.h #include Dependenciesfreeglutfreeglut.h #include Dependenciesfreeglutglut.h #include void initGL() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque glClearDepth(1.0f);

//3D cube

#include "Dependencies\glew\glew.h"

#include "Dependencies\freeglut\freeglut.h"

#include "Dependencies\freeglut\glut.h"

#include

void initGL() {

glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque

glClearDepth(1.0f); // Set background depth to farthest

glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling

glDepthFunc(GL_LEQUAL); // Set the type of depth-test

glShadeModel(GL_SMOOTH); // Enable smooth shading

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections

}

/* Handler for window-repaint event. Called back when the window first appears and

whenever the window needs to be re-painted. */

void display() {

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers

glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix

// Render a color-cube consisting of 6 quads with different colors

glLoadIdentity(); // Reset the model-view matrix

glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen

glBegin(GL_QUADS); // Begin drawing the color cube with 6 quads

// Top face (y = 1.0f)

// Define vertices in counter-clockwise (CCW) order with normal pointing out

glColor3f(0.0f, 1.0f, 0.0f); // Green

glVertex3f( 1.0f, 1.0f, -1.0f);

glVertex3f(-1.0f, 1.0f, -1.0f);

glVertex3f(-1.0f, 1.0f, 1.0f);

glVertex3f( 1.0f, 1.0f, 1.0f);

// Bottom face (y = -1.0f)

glColor3f(1.0f, 0.5f, 0.0f); // Orange

glVertex3f( 1.0f, -1.0f, 1.0f);

glVertex3f(-1.0f, -1.0f, 1.0f);

glVertex3f(-1.0f, -1.0f, -1.0f);

glVertex3f( 1.0f, -1.0f, -1.0f);

// Front face (z = 1.0f)

glColor3f(1.0f, 0.0f, 0.0f); // Red

glVertex3f( 1.0f, 1.0f, 1.0f);

glVertex3f(-1.0f, 1.0f, 1.0f);

glVertex3f(-1.0f, -1.0f, 1.0f);

glVertex3f( 1.0f, -1.0f, 1.0f);

// Back face (z = -1.0f)

glColor3f(1.0f, 1.0f, 0.0f); // Yellow

glVertex3f( 1.0f, -1.0f, -1.0f);

glVertex3f(-1.0f, -1.0f, -1.0f);

glVertex3f(-1.0f, 1.0f, -1.0f);

glVertex3f( 1.0f, 1.0f, -1.0f);

// Left face (x = -1.0f)

glColor3f(0.0f, 0.0f, 1.0f); // Blue

glVertex3f(-1.0f, 1.0f, 1.0f);

glVertex3f(-1.0f, 1.0f, -1.0f);

glVertex3f(-1.0f, -1.0f, -1.0f);

glVertex3f(-1.0f, -1.0f, 1.0f);

// Right face (x = 1.0f)

glColor3f(1.0f, 0.0f, 1.0f); // Magenta

glVertex3f(1.0f, 1.0f, -1.0f);

glVertex3f(1.0f, 1.0f, 1.0f);

glVertex3f(1.0f, -1.0f, 1.0f);

glVertex3f(1.0f, -1.0f, -1.0f);

glEnd(); // End of drawing color-cube

glutSwapBuffers(); // Swap the front and back frame buffers (double buffering)

}

/* Handler for window re-size event. Called back when the window first appears and

whenever the window is re-sized with its new width and height */

void reshape(GLsizei width, GLsizei height) { // GLsizei for non-negative integer

// Compute aspect ratio of the new window

if (height == 0) height = 1; // To prevent divide by 0

GLfloat aspect = (GLfloat)width / (GLfloat)height;

// Set the viewport to cover the new window

glViewport(0, 0, width, height);

// Set the aspect ratio of the clipping volume to match the viewport

glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix

glLoadIdentity(); // Reset

// Enable perspective projection with fovy, aspect, zNear and zFar

gluPerspective(45.0f, aspect, 0.1f, 100.0f);

}

/* Main function: GLUT runs as a console application starting at main() */

int main(int argc, char** argv) {

glutInit(&argc, argv); // Initialize GLUT

glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode

glutInitWindowSize(640, 480); // Set the window's initial width & height

glutInitWindowPosition(50, 50); // Position the window's initial top-left corner

glutCreateWindow(title); // Create window with the given title

glutDisplayFunc(display); // Register callback handler for window re-paint event

glutReshapeFunc(reshape); // Register callback handler for window re-size event

initGL(); // Our own OpenGL initialization

glutMainLoop(); // Enter the infinite event-processing loop

return 0;

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