Fireworks in C++

SO I need to code silver swirling dragon fireworks in C++, how do I do it? what will I need?
Are you talking about a programmable fireworks launching setup in real life?
Last edited on
SO I need to code silver swirling dragon fireworks in C++

That's so vague as to be meaningless. Tell us clearly, precisely, and completely what it is you want your program to do?
I want animation of fireworks on my screen.
You can draw graphics using OpenGL. My example shows how to draw a rotating triangle in Qt C++ and OpenGL 3.3:

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// Add to .pro file:
// LIBS += -lopengl32

#ifdef _WIN32
#include <windows.h>
extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
#endif

#include <QApplication>
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QTimer>
#include <QMatrix4x4>

class Widget : public QOpenGLWidget {
    Q_OBJECT
public:
    Widget(QWidget *parent = nullptr) : QOpenGLWidget(parent) {
        setWindowTitle("Qt5, OpenGL 3.3");
        resize(268, 268);
    }
private:
    QOpenGLShaderProgram m_program;
    QOpenGLBuffer m_vertPosBuffer;
    QTimer m_timer;
    QMatrix4x4 m_rotationMatrix;

    void initializeGL() override {
        glClearColor(0.5f, 0.8f, 0.7f, 1.f);
        const char *vertShaderSrc =
                "#version 330 core\n"
                "in vec3 aPosition;"
                "uniform mat4 uRotationMatrix;"
                "void main()"
                "{"
                "    gl_Position = uRotationMatrix * vec4(aPosition, 1.0);"
                "}";
        const char *fragShaderSrc =
                "#version 330 core\n"
                "out vec4 fragColor;"
                "void main()"
                "{"
                "    fragColor = vec4(0.5, 0.2, 0.9, 1.0);"
                "}";
        m_program.addShaderFromSourceCode(QOpenGLShader::Vertex, vertShaderSrc);
        m_program.addShaderFromSourceCode(QOpenGLShader::Fragment, fragShaderSrc);
        m_program.link();
        m_program.bind();
        float vertPositions[] = {
            -0.5f, -0.5f, 0.f,
            0.5f, -0.5f, 0.f,
            0.f, 0.5f, 0.f
        };
        m_vertPosBuffer.create();
        m_vertPosBuffer.bind();
        m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
        m_program.bindAttributeLocation("aPosition", 0);
        m_program.setAttributeBuffer(0, GL_FLOAT, 0, 3);
        m_program.enableAttributeArray(0);
        connect(&m_timer, &QTimer::timeout, this, &Widget::slotAnimate);
        m_timer.start(1000.f/30.f);
    }
    void paintGL() override {
        glClear(GL_COLOR_BUFFER_BIT);
        m_program.bind();
        m_program.setUniformValue("uRotationMatrix", m_rotationMatrix);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    }
    void resizeGL(int w, int h) override {
        glViewport(0, 0, w, h);
    }
    void slotAnimate() {
        m_rotationMatrix.rotate(5.f, QVector3D(0.f, 0.f, 1.f));
        update();
    }
};

#include "main.moc"

int main(int argc, char *argv[]) {
    QApplication a(argc, argv);
    Widget w;
    w.show();
    return a.exec();
}
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