Defining and drawing 3D objects with color
Interface for controlling transformations
Create an OpenGL program that displays a 3D colored cube.
Allow the user to transform the cube via key input.
Keystrokes should modify the specified transformation (scaling, translation and rotation).
Cube geometry and color are defined in Lecture 8.
Enable the depth test to ensure proper display.
Create a menu that allows the user to specify the
transformation to be modified.
(SCALE, ROTATE, TRANSLATE)
Apply all of the transformations in the order of scale, rotation, then translation, at each update.
Define six keys for increasing and decreasing the
X,Y,Z components of the current transformation.
The cube should only be transformed with each key stroke.
Define two keys for increasing and decreasing the
delta added to the transformations.
Each transformation will have its own delta.
Define a key for resetting all of the transformations.
You may decide where to calculate the necessary transformation matrices, in the application or in the vertex shader.
The transformation matrix should be applied to your vertices in the vertex shader.
Do not apply camera or projection transformations.
Your program should print instructions to the terminal
screen describing the functionality of your keyboard inputs.
This should be the only text output that your program generates.
Your cube should look something like the following.
Last modified February 8, 2017.