keyboard function to display polygon object

hi guys,

I am very new to openGL. I am currently using Windows 7 64bit Platform, Codeblocks 13.12 and using Glut 3.7. I’d like to know how to use the keyboard function like for.eg press ‘C’ to display the cube and ‘P’ to display the pyramid and ‘S’ to display both. I found this code below that able to draw the 2 polygons. I’d like to know how to go on from here.

#include <windows.h> // for MS Windows
#include <GL/glut.h> // GLUT, include glu.h and gl.h

/* Global variables */
char title[] = “3D Shapes”;

/* Initialize OpenGL Graphics */
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

// Render a pyramid consists of 4 triangles
glLoadIdentity(); // Reset the model-view matrix
glTranslatef(-1.5f, 0.0f, -6.0f); // Move left and into the screen

glBegin(GL_TRIANGLES); // Begin drawing the pyramid with 4 triangles
// Front
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);

  // Right
  glColor3f(1.0f, 0.0f, 0.0f);     // Red
  glVertex3f(0.0f, 1.0f, 0.0f);
  glColor3f(0.0f, 0.0f, 1.0f);     // Blue
  glVertex3f(1.0f, -1.0f, 1.0f);
  glColor3f(0.0f, 1.0f, 0.0f);     // Green
  glVertex3f(1.0f, -1.0f, -1.0f);

  // Back
  glColor3f(1.0f, 0.0f, 0.0f);     // Red
  glVertex3f(0.0f, 1.0f, 0.0f);
  glColor3f(0.0f, 1.0f, 0.0f);     // Green
  glVertex3f(1.0f, -1.0f, -1.0f);
  glColor3f(0.0f, 0.0f, 1.0f);     // Blue
  glVertex3f(-1.0f, -1.0f, -1.0f);

  // Left
  glColor3f(1.0f,0.0f,0.0f);       // Red
  glVertex3f( 0.0f, 1.0f, 0.0f);
  glColor3f(0.0f,0.0f,1.0f);       // Blue
  glVertex3f(-1.0f,-1.0f,-1.0f);
  glColor3f(0.0f,1.0f,0.0f);       // Green
  glVertex3f(-1.0f,-1.0f, 1.0f);

glEnd(); // Done drawing the pyramid

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;
}

http://www.swiftless.com/tutorials/opengl/keyboard.html

ps. Your using very old openGL technology, won’t be able to go very far, not be able to use latest features. Check out learnopengl.com

Also, codeblocks is more of a Linux editor than windows, would be better to us visualstudio.com

And GLFW is used more nowadays than Glut, so may find it harder to follow the latest tutorials like learnopengl.com.