Create a Red Chair with modern OpenGl

Create the image of the red chair below in a modern OpenGL code. The color of the floor and background can be black just add the color and texture to the chair and lighting around the chair to code. Also write, in a Microsoft Word file, methods used to create chair. Rubric for this assignment is attached. Submission should be one .cpp file and one word file. Please do not put in zip folder. I figured out part of the code which is posted below:

Texture:

<code><span class="typ">OpenGLTexture</span><span class="pun">::</span><span class="typ">OpenGLTexture</span><span class="pun">(</span><span class="kwd">const</span> std<span class="pun">::</span><span class="typ">vector</span><span class="str"><uint8_t></span><span class="pun">&</span> textureData<span class="pun">,</span> <span class="typ">uint32_t</span> textureWidth<span class="pun">,</span> <span class="typ">uint32_t</span> textureHeight<span class="pun">,</span> <span class="typ">TextureType</span> textureType<span class="pun">,</span> <span class="typ">Logger</span><span class="pun">&</span> logger<span class="pun">)</span> <span class="pun">:</span> mLogger<span class="pun">(</span><span class="pln">logger</span><span class="pun">),</span> mTextureID<span class="pun">(</span><span class="pln">gNextTextureID</span><span class="pun">++),</span> mTextureType<span class="pun">(</span><span class="pln">textureType</span><span class="pun">)</span> <span class="pun">{</span>     glGenTextures<span class="pun">(</span><span class="lit">1</span><span class="pun">,</span> <span class="pun">&</span><span class="pln">mTexture</span><span class="pun">);</span>     CHECK_GL_ERROR<span class="pun">(</span><span class="pln">mLogger</span><span class="pun">);</span> _x000D_
    glBindTexture<span class="pun">(</span><span class="pln">GL_TEXTURE_2D</span><span class="pun">,</span> mTexture<span class="pun">);</span>     CHECK_GL_ERROR<span class="pun">(</span><span class="pln">mLogger</span><span class="pun">);</span> _x000D_
    glTexImage2D<span class="pun">(</span><span class="pln">GL_TEXTURE_2D</span><span class="pun">,</span> <span class="lit">0</span><span class="pun">,</span> GL_RGBA<span class="pun">,</span> textureWidth<span class="pun">,</span> textureHeight<span class="pun">,</span> <span class="lit">0</span><span class="pun">,</span> glTextureFormat<span class="pun">,</span> GL_UNSIGNED_BYTE<span class="pun">,</span> <span class="pun">&</span><span class="pln">textureData</span><span class="pun">[</span><span class="lit">0</span><span class="pun">]);</span>     CHECK_GL_ERROR<span class="pun">(</span><span class="pln">mLogger</span><span class="pun">);</span> _x000D_
    glGenerateMipmap<span class="pun">(</span><span class="pln">GL_TEXTURE_2D</span><span class="pun">);</span>     CHECK_GL_ERROR<span class="pun">(</span><span class="pln">mLogger</span><span class="pun">);</span> _x000D_
    glBindTexture<span class="pun">(</span><span class="pln">GL_TEXTURE_2D</span><span class="pun">,</span> <span class="lit">0</span><span class="pun">);</span>     CHECK_GL_ERROR<span class="pun">(</span><span class="pln">mLogger</span><span class="pun">);</span> <span class="pun">}</span></code>

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