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1580 lines (1493 loc) · 43.8 KB
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#pragma once
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <cstdlib>
#include <cmath>
#include <ctime>
#include <iostream>
namespace Mahtab {
// Global variables
bool day = true;
bool moveSunDown = false;
bool moveSunUp = false;
bool show_vehicle = true;
bool isRaining = false;
bool isFlooded = false;
float rainY[100]; // Y positions for rain drops
float rainX[100]; // X positions for rain drops
float floodLevel = 0.0f; // For flood animation
float cloudX = 0.0f;
float sunY = 550.0f;
float sunSpeed = 1.0f;
float carX = 1000.0f; // Starting position for car1
float carX2 = -800.0f; // Starting position for car2
float busX = -80.0f; // For bus1
float busX2 = 0.0f; // For bus2
float planeX = 0.0f;
float position = 0.0f; // for bird movement
float speed = 1.7f; // speed of bird
float waterFlow = 0.0f; // For water animation
float boatX = -200.0f; // Starting position for boat
float boatSpeed = 1.5f; // Boat speed, adjustable by mouse click
// Function declarations
/*
void init();
void drawCircle(int x, int y, int radius);
void sky();
void sun();
void tree();
void house();
void car1();
void car2();
void bus1();
void bus2();
void boat();
void road();
void greenPart_bush();
void cloud();
void lamp_light();
void display();
void keyboard(unsigned char key, int x, int y);
void mouse(int button, int state, int x, int y);
*/
void drawCircle(int x, int y, int radius)
{
float theta;
glBegin(GL_POLYGON);
for (int i = 0; i < 360; i++)
{
theta = i * 3.142 / 180;
glVertex2f(x + radius * cos(theta), y + radius * sin(theta));
}
glEnd();
}
void road() //object 1
{
glBegin(GL_QUADS);
glColor3f(0.392f, 0.392f, 0.392f); //Dark Grey Road Middle Part of road
glVertex2i(0, 127);
glVertex2i(1000, 127);
glVertex2i(1000, 347);
glVertex2i(0, 347);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.890f, 0.870f, 0.870f); //Grey Border
glVertex2i(0, 140);
glVertex2i(1000, 140);
glVertex2i(1000, 130);
glVertex2i(0, 130);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.698f, 0.745f, 0.709f); //Grey Border
glVertex2i(0, 340);
glVertex2i(1000, 340);
glVertex2i(1000, 343);
glVertex2i(0, 343);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.698f, 0.745f, 0.709f); //ash road divider
glVertex2i(100, 240);
glVertex2i(300, 240);
glVertex2i(300, 245);
glVertex2i(100, 245);
glEnd();
glBegin(GL_QUADS);
glVertex2i(400, 240);
glVertex2i(600, 240);
glVertex2i(600, 245);
glVertex2i(400, 245);
glEnd();
glBegin(GL_QUADS);
glVertex2i(700, 240);
glVertex2i(900, 240);
glVertex2i(900, 245);
glVertex2i(700, 245);
glEnd();
glColor3f(0.392f, 0.392f, 0.392f); //road from the house
glBegin(GL_QUADS);
glVertex2f(195, 400);
glVertex2f(235, 400);
glVertex2i(200, 347);
glVertex2i(160, 347);
glEnd();
}
void sky() //object 2
{
if (day) {
// Day sky
glBegin(GL_QUADS);
glColor3f(0.784f, 0.96f, 0.96f); //blue
glVertex2i(0,600);
glVertex2i(1000, 600);
glVertex2i(1000, 300);
glVertex2i(0, 300);
glEnd();
} else {
// Night sky
glBegin(GL_QUADS);
glColor3f(isRaining ? 0.02f : 0.05f, isRaining ? 0.02f : 0.05f, isRaining ? 0.15f : 0.2f);
glVertex2i(0, 600);
glVertex2i(1000, 600);
glVertex2i(1000, 300);
glVertex2i(0, 300);
glEnd();
if (!isRaining) {
const int num_stars = 16;
int star_positions[num_stars][2] = {
{50, 550}, {150, 500}, {200, 560}, {350, 520},
{300, 590}, {420, 550}, {450, 480}, {500, 560},
{600, 500}, {650, 570}, {700, 500}, {750, 470},
{800, 550}, {850, 530}, {900, 560}, {950, 480}
};
glPointSize(3.0f);
glBegin(GL_POINTS);
for (int i = 0; i < num_stars; ++i) {
float brightness = 0.5f + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 0.5f));
glColor3f(brightness, brightness, brightness);
glVertex2i(star_positions[i][0], star_positions[i][1]);
}
glEnd();
}
}
}
void sun()//object 3
{
glColor3f(1.0f, 1.0f, 0.0f); // yellow
drawCircle(750, sunY, 30);
}
void lamp_light()
{
if (day) {
// Deep blue-tinted light for daytime
glColor3f(0.4f, 0.6f, 1.0f);
// Left lamp light cone
glBegin(GL_TRIANGLES);
glColor4f(0.4f, 0.6f, 1.0f, 0.8f); // Deep blue at top
glVertex2i(540, 420); // Moved left from 590
glColor4f(0.2f, 0.4f, 0.9f, 0.4f); // Darker blue at bottom
glVertex2i(510, 347); // Moved left from 560
glVertex2i(570, 347); // Moved left from 620
glEnd();
// Right lamp light cone
glBegin(GL_TRIANGLES);
glColor4f(0.4f, 0.6f, 1.0f, 0.8f); // Deep blue at top
glVertex2i(890, 420);
glColor4f(0.2f, 0.4f, 0.9f, 0.4f); // Darker blue at bottom
glVertex2i(860, 347);
glVertex2i(920, 347);
glEnd();
// Bright center of the lamps - intense blue-white
glColor3f(0.6f, 0.8f, 1.0f);
drawCircle(540, 440, 8); // Moved left from 590
drawCircle(890, 440, 8);
}
else {
// Deep magenta light for night
glColor3f(0.8f, 0.0f, 0.8f);
// Left lamp light cone with gradient
glBegin(GL_TRIANGLES);
glColor3f(0.8f, 0.0f, 0.8f); // Deep magenta at top
glVertex2i(540, 420); // Moved left from 590
glColor3f(0.5f, 0.0f, 0.5f); // Dark purple at bottom
glVertex2i(510, 347); // Moved left from 560
glVertex2i(570, 347); // Moved left from 620
glEnd();
// Right lamp light cone with gradient
glBegin(GL_TRIANGLES);
glColor3f(0.8f, 0.0f, 0.8f); // Deep magenta at top
glVertex2i(890, 420);
glColor3f(0.5f, 0.0f, 0.5f); // Dark purple at bottom
glVertex2i(860, 347);
glVertex2i(920, 347);
glEnd();
// Inner bright center of the lamps - intense magenta
glColor3f(1.0f, 0.2f, 1.0f);
drawCircle(540, 440, 6); // Moved left from 590
drawCircle(890, 440, 6);
// Middle layer glow
glColor3f(0.9f, 0.1f, 0.9f);
drawCircle(540, 440, 9); // Moved left from 590
drawCircle(890, 440, 9);
// Outer glow for the lamp centers - deep magenta
glColor3f(0.8f, 0.0f, 0.8f);
drawCircle(540, 440, 12); // Moved left from 590
drawCircle(890, 440, 12);
}
}
void lamp_stand()
{
glColor3f(0.65f, 0.65f, 0.65f); // Original grey color
glBegin(GL_QUADS); //left lamp
glVertex2i(535, 347);
glVertex2i(545, 347);
glVertex2i(545, 420);
glVertex2i(535, 420);
glEnd();
glBegin(GL_QUADS); //left lamp head
glVertex2i(530, 440);
glVertex2i(550, 440);
glVertex2i(550, 420);
glVertex2i(530, 420);
glEnd();
glBegin(GL_QUADS);//Right lamp
glVertex2i(885, 347);
glVertex2i(895, 347);
glVertex2i(895, 420);
glVertex2i(885, 420);
glEnd();
glBegin(GL_QUADS);//Right lamp head
glVertex2i(880, 440);
glVertex2i(900, 440);
glVertex2i(900, 420);
glVertex2i(880, 420);
glEnd();
}
void tree() //object 5
{
glColor3f(0.60f, 0.43f, 0.04f); // darker brown
glBegin(GL_QUADS);//tree 1
glVertex2i(585, 400);
glVertex2i(595, 400);
glVertex2i(595, 490);
glVertex2i(585, 490);
glEnd();
glBegin(GL_QUADS);//tree 2
glVertex2i(785, 400);
glVertex2i(795, 400);
glVertex2i(795, 490);
glVertex2i(785, 490);
glEnd();
glBegin(GL_QUADS);//tree 3
glVertex2i(935, 400);
glVertex2i(945, 400);
glVertex2i(945, 490);
glVertex2i(935, 490);
glEnd();
// tree leaves
glColor3f(0.0f, 0.5f, 0.0f); // dark green
glBegin(GL_TRIANGLES);//tree 1 leaves
glVertex2i(540, 490);
glVertex2i(590, 550);
glVertex2i(640, 490);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(540, 520);
glVertex2i(590, 610);
glVertex2i(640, 520);
glEnd();
glBegin(GL_TRIANGLES);//tree 2 leaves
glVertex2i(740, 490);
glVertex2i(790, 550);
glVertex2i(840, 490);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(740, 520);
glVertex2i(790, 610);
glVertex2i(840, 520);
glEnd();
glBegin(GL_TRIANGLES);//tree 3 leaves
glVertex2i(890, 490);
glVertex2i(940, 550);
glVertex2i(990, 490);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(890, 520);
glVertex2i(940, 610);
glVertex2i(990, 520);
glEnd();
}
void cloud()
{
if (day) {
glColor3f(1.0f, 1.0f, 1.0f); // light grey for day
} else {
glColor3f(0.698f, 0.745f, 0.709f); // dark grey for night
}
drawCircle(90, 550, 20); // Cloud 1
drawCircle(120, 550, 25);
drawCircle(150, 550, 20);
drawCircle(515, 570, 15); // Cloud 2
drawCircle(540, 570, 20);
drawCircle(565, 570, 15);
drawCircle(745, 520, 15); // Cloud 3
drawCircle(770, 520, 20);
drawCircle(795, 520, 15);
drawCircle(300, 490, 15); // Cloud 4
drawCircle(330, 490, 20);
drawCircle(360, 490, 15);
drawCircle(905, 480, 15); // Cloud 5
drawCircle(930, 480, 20);
drawCircle(955, 480, 15);
}
void greenPart_bush() //object 6
{
glBegin(GL_QUADS);
glColor3f(0.380f, 0.670f, 0.380f); //green bottom
glVertex2i(0, 127);
glVertex2i(1000, 127);
glVertex2i(1000, 100);
glVertex2i(0, 100);
glEnd();
glColor3f(0.0f, 0.3f, 0.0f); // dark green bush
drawCircle(450, 400, 25);
drawCircle(490, 415, 25);
drawCircle(530, 400, 25);
drawCircle(650, 400, 25);
drawCircle(690, 415, 25);
drawCircle(730, 400, 25);
glBegin(GL_QUADS);
glColor3f(0.235f, 0.596f, 0.216f); //green up
glVertex2i(0, 347);
glVertex2i(1000, 347);
glVertex2i(1000, 400);
glVertex2i(0, 400);
glEnd();
glColor3f(0.0f, 0.3f, 0.0f); // dark green grass
// First cluster
glBegin(GL_TRIANGLES);
glVertex2i(20, 347);
glVertex2i(25, 380);
glVertex2i(30, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(15, 347);
glVertex2i(10, 380);
glVertex2i(25, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(25, 347);
glVertex2i(40, 380);
glVertex2i(35, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(40, 347);
glVertex2i(35, 380);
glVertex2i(30, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(45, 347);
glVertex2i(50, 380);
glVertex2i(35, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(35, 347);
glVertex2i(20, 380);
glVertex2i(25, 347);
glEnd();
// Second cluster
glBegin(GL_TRIANGLES);
glVertex2i(280, 347);
glVertex2i(275, 380);
glVertex2i(270, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(285, 347);
glVertex2i(290, 380);
glVertex2i(275, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(275, 347);
glVertex2i(260, 380);
glVertex2i(265, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(300, 347);
glVertex2i(295, 380);
glVertex2i(290, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(305, 347);
glVertex2i(310, 380);
glVertex2i(295, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(295, 347);
glVertex2i(280, 380);
glVertex2i(285, 347);
glEnd();
// Third cluster
glBegin(GL_TRIANGLES);
glVertex2i(480, 347);
glVertex2i(475, 380);
glVertex2i(470, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(485, 347);
glVertex2i(490, 380);
glVertex2i(475, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(475, 347);
glVertex2i(460, 380);
glVertex2i(465, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(500, 347);
glVertex2i(495, 380);
glVertex2i(490, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(505, 347);
glVertex2i(510, 380);
glVertex2i(495, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(495, 347);
glVertex2i(480, 380);
glVertex2i(485, 347);
glEnd();
// Fourth cluster
glBegin(GL_TRIANGLES);
glVertex2i(780, 347);
glVertex2i(775, 380);
glVertex2i(770, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(785, 347);
glVertex2i(790, 380);
glVertex2i(775, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(775, 347);
glVertex2i(760, 380);
glVertex2i(765, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(800, 347);
glVertex2i(795, 380);
glVertex2i(790, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(805, 347);
glVertex2i(810, 380);
glVertex2i(795, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(795, 347);
glVertex2i(780, 380);
glVertex2i(785, 347);
glEnd();
// Fifth cluster
glBegin(GL_TRIANGLES);
glVertex2i(980, 347);
glVertex2i(975, 380);
glVertex2i(970, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(985, 347);
glVertex2i(990, 380);
glVertex2i(975, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(975, 347);
glVertex2i(960, 380);
glVertex2i(965, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(960, 347);
glVertex2i(955, 380);
glVertex2i(950, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(965, 347);
glVertex2i(970, 380);
glVertex2i(955, 347);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2i(955, 347);
glVertex2i(940, 380);
glVertex2i(945, 347);
glEnd();
}
void car1() //object 9
{
// red car
// Body
glBegin(GL_QUADS);
glColor3f(0.8f, 0.0f, 0.0f); // Red
glVertex2i(150, 270);
glVertex2i(400, 270);
glVertex2i(400, 325);
glVertex2i(150, 325);
glEnd();
// Cabin
glBegin(GL_QUADS);
glColor3f(0.8f, 0.0f, 0.0f); // Red
glVertex2i(190, 325);
glVertex2i(360, 325);
glVertex2i(310, 360);
glVertex2i(240, 360);
glEnd();
// Headlight
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex2i(145, 310);
glVertex2i(150, 310);
glVertex2i(150, 325);
glVertex2i(145, 325);
glEnd();
// Window
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0f); // Black
glVertex2i(197, 325);
glVertex2i(347, 325);
glVertex2i(310, 355);
glVertex2i(240, 355);
glEnd();
// Window Divider
glBegin(GL_QUADS);
glColor3f(0.8f, 0.0f, 0.0f); // Red
glVertex2i(270, 325);
glVertex2i(275, 325);
glVertex2i(278, 355);
glVertex2i(273, 355);
glEnd();
// Wheels
glColor3f(0.0f, 0.0f, 0.0f); // Black
drawCircle(200, 270, 20);
drawCircle(350, 270, 20);
glColor3f(0.698f, 0.745f, 0.709f); // Grey
drawCircle(200, 270, 10);
drawCircle(350, 270, 10);
}
//blue car
void car2()//object 10
{
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2i(450, 170);
glVertex2i(700, 170);
glVertex2i(700, 225);
glVertex2i(450, 225);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2i(540, 260);
glVertex2i(610, 260);
glVertex2i(655, 225);
glVertex2i(490, 225);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2i(575, 260);
glVertex2i(580, 260);
glVertex2i(580, 225);
glVertex2i(575, 225);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0f);
glVertex2i(705, 210);
glVertex2i(700, 210);
glVertex2i(700, 225);
glVertex2i(705, 225);
glEnd();
//window
glBegin(GL_QUADS);
glVertex2i(540, 255);
glVertex2i(610, 255);
glVertex2i(647, 225);
glVertex2i(497, 225);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2i(575, 260);
glVertex2i(580, 260);
glVertex2i(580, 225);
glVertex2i(575, 225);
glEnd();
//car wheel
glColor3f(0.0f, 0.0f, 0.0f);
drawCircle(500, 170, 20);
drawCircle(650, 170, 20);
glColor3f(0.698f, 0.745f, 0.709f);
drawCircle(500, 170, 10);
drawCircle(650, 170, 10);
}
void bus1() //object 11
{
glBegin(GL_POLYGON);
glColor3f(0.8f, 0.3f, 0.0f); // Orange color
glVertex2i(200, 230);
glVertex2i(200, 290);
glVertex2i(230, 360);
glVertex2i(550, 360);
glVertex2i(550, 230);
glEnd();
// bus door
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0);
glVertex2i(240, 240);
glVertex2i(240, 350);
glVertex2i(290, 350);
glVertex2i(290, 240);
glEnd();
//bus window
glBegin(GL_TRIANGLES);
glVertex2i(210, 300);
glVertex2i(235, 350);
glVertex2i(235, 300);
glEnd();
glBegin(GL_QUADS);
glVertex2i(320, 300);
glVertex2i(320, 350);
glVertex2i(370, 350);
glVertex2i(370, 300);
glEnd();
glBegin(GL_QUADS);
glVertex2i(400, 300);
glVertex2i(400, 350);
glVertex2i(450, 350);
glVertex2i(450, 300);
glEnd();
glBegin(GL_QUADS);
glVertex2i(480, 300);
glVertex2i(480, 350);
glVertex2i(530, 350);
glVertex2i(530, 300);
glEnd();
drawCircle(315, 230, 25);
drawCircle(490, 230, 25);
glColor3f(0.698f, 0.745f, 0.709f);
drawCircle(315, 230, 15);
drawCircle(490, 230, 15);
}
void bus2() //object 12
{
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2i(200, 165);
glVertex2i(200, 225);
glVertex2i(230, 295);
glVertex2i(550, 295);
glVertex2i(550, 165);
glEnd();
// bus door
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0);
glVertex2i(240, 175);
glVertex2i(240, 285);
glVertex2i(290, 285);
glVertex2i(290, 175);
glEnd();
//bus window
glBegin(GL_TRIANGLES);
glVertex2i(210, 235);
glVertex2i(235, 285);
glVertex2i(235, 235);
glEnd();
glBegin(GL_QUADS);
glVertex2i(320, 235);
glVertex2i(320, 285);
glVertex2i(370, 285);
glVertex2i(370, 235);
glEnd();
glBegin(GL_QUADS);
glVertex2i(400, 235);
glVertex2i(400, 285);
glVertex2i(450, 285);
glVertex2i(450, 235);
glEnd();
glBegin(GL_QUADS);
glVertex2i(480, 235);
glVertex2i(480, 285);
glVertex2i(530, 285);
glVertex2i(530, 235);
glEnd();
drawCircle(315, 165, 25);
drawCircle(490, 165, 25);
glColor3f(0.698f, 0.745f, 0.709f);
drawCircle(315, 165, 15);
drawCircle(490, 165, 15);
}
void plane() //object 12
{
glColor3f(0.392f, 0.392f, 0.392f); //Dark Grey
glBegin(GL_QUADS);
glVertex2f(330, 550);
glVertex2f(400, 550);
glVertex2f(400, 550 + 15);
glVertex2f(330, 550 + 15);
glEnd();
drawCircle(400, 558,7);
glBegin(GL_QUADS); // tail
glVertex2f(330, 550 );
glVertex2f(345, 550 );
glVertex2f(325, 550 + 35);
glVertex2f(310, 550 + 35);
glEnd();
glColor3f(0.27f, 0.39f, 0.55f); //plane inside blue part
glBegin(GL_QUADS);
glVertex2f(335, 552);
glVertex2f(395, 552);
glVertex2f(395, 550 + 13);
glVertex2f(335, 550 + 13);
glEnd();
glBegin(GL_QUADS);
glVertex2f(333, 552 );
glVertex2f(342, 552 );
glVertex2f(322, 550 + 33);
glVertex2f(313, 550 + 33);
glEnd();
drawCircle(400, 558,4);
// Wing
glColor3f(0.392f, 0.392f, 0.392f); //Dark Grey
glBegin(GL_QUADS);
glVertex2f(370, 550 + 15);
glVertex2f(380, 550 + 15);
glVertex2f(360, 550 + 35);
glVertex2f(350, 550 + 35);
glEnd();
glColor3f(0.392f, 0.392f, 0.392f); //Dark Grey
glBegin(GL_QUADS);
glVertex2f(370, 550);
glVertex2f(380, 550);
glVertex2f(360, 550 - 20);
glVertex2f(350, 550 - 20);
glEnd();
}
void house() //object 13
{
// House 1
glColor3f(0.60f, 0.40f, 0.30f);
glBegin(GL_QUADS);
glVertex2f(10, 400);
glVertex2f(140, 400);
glVertex2f(140, 580);
glVertex2f(10, 580);
glEnd();
if (day) {
// Day windows - Black no lights on during day
glColor3f(0.2f, 0.2f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(20, 570);
glVertex2f(67, 570);
glVertex2f(67, 520);
glVertex2f(20, 520);
glEnd();
glBegin(GL_QUADS);
glVertex2f(130, 570);
glVertex2f(78, 570);
glVertex2f(78, 520);
glVertex2f(130, 520);
glEnd();
glBegin(GL_QUADS);
glVertex2f(20, 510);
glVertex2f(67, 510);
glVertex2f(67, 460);
glVertex2f(20, 460);
glEnd();
glBegin(GL_QUADS);
glVertex2f(130, 460);
glVertex2f(78, 460);
glVertex2f(78, 510);
glVertex2f(130, 510);
glEnd();
}
else {
// Night windows - Lights on
// House 1, second floor windows white
glColor3f(0.9f, 0.9f, 1.0f);
glBegin(GL_QUADS);
glVertex2f(20, 570);
glVertex2f(67, 570);
glVertex2f(67, 520);
glVertex2f(20, 520);
glEnd();
glBegin(GL_QUADS);
glVertex2f(130, 570);
glVertex2f(78, 570);
glVertex2f(78, 520);
glVertex2f(130, 520);
glEnd();
// House 1, first floor windows pale yellow
glColor3f(1.0f, 1.0f, 0.8f);
glBegin(GL_QUADS);
glVertex2f(20, 510);
glVertex2f(67, 510);
glVertex2f(67, 460);
glVertex2f(20, 460);
glEnd();
glBegin(GL_QUADS);
glVertex2f(130, 460);
glVertex2f(78, 460);
glVertex2f(78, 510);
glVertex2f(130, 510);
glEnd();
}
// Door 1
glBegin(GL_QUADS);
glColor3f(0.2f, 0.2f, 0.2f);
glVertex2f(60, 400);
glVertex2f(85, 400);
glVertex2f(85, 450);
glVertex2f(60, 450);
glEnd();
// House 2
glColor3f(0.33f, 0.60f, 0.50f);
glBegin(GL_QUADS);
glVertex2f(280, 400);
glVertex2f(150, 400);
glVertex2f(150, 580);
glVertex2f(280, 580);
glEnd();
if (day) {
// Day windows
glColor3f(0.2f, 0.2f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(270, 550);
glVertex2f(160, 550);
glVertex2f(160, 570);
glVertex2f(270, 570);
glEnd();
glBegin(GL_QUADS);
glVertex2f(270, 540);
glVertex2f(160, 540);
glVertex2f(160, 480);
glVertex2f(270, 480);
glEnd();
} else {
// Night windows white
glColor3f(1.0f, 0.87f, 0.73f);
glBegin(GL_QUADS);
glVertex2f(270, 550);
glVertex2f(160, 550);
glVertex2f(160, 570);
glVertex2f(270, 570);
glEnd();
glBegin(GL_QUADS);
glVertex2f(270, 540);
glVertex2f(160, 540);
glVertex2f(160, 480);
glVertex2f(270, 480);
glEnd();
}
// Door 2
glBegin(GL_QUADS);
glColor3f(0.2f, 0.2f, 0.2f);
glVertex2f(195, 400);
glVertex2f(235, 400);
glVertex2f(235, 470);
glVertex2f(195, 470);
glEnd();
// House 3
glColor3f(0.27f, 0.39f, 0.55f);
glBegin(GL_QUADS);
glVertex2f(290, 400);
glVertex2f(420, 400);
glVertex2f(420, 585);
glVertex2f(290, 585);
glEnd();
if (day) {
// Day windows
glColor3f(0.2f, 0.2f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(300, 570);
glVertex2f(350, 570);
glVertex2f(350, 520);
glVertex2f(300, 520);
glEnd();
glBegin(GL_QUADS);
glVertex2f(410, 570);
glVertex2f(358, 570);
glVertex2f(358, 520);
glVertex2f(410, 520);
glEnd();
glBegin(GL_QUADS);
glVertex2f(300, 510);
glVertex2f(350, 510);
glVertex2f(350, 460);
glVertex2f(300, 460);
glEnd();
glBegin(GL_QUADS);
glVertex2f(410, 460);
glVertex2f(358, 460);
glVertex2f(358, 510);
glVertex2f(410, 510);
glEnd();
} else {
// Night windows
// House 3, second floor windows white
glColor3f(0.9f, 0.9f, 1.0f);
glBegin(GL_QUADS);
glVertex2f(300, 570);
glVertex2f(350, 570);
glVertex2f(350, 520);
glVertex2f(300, 520);
glEnd();
glBegin(GL_QUADS);
glVertex2f(410, 570);
glVertex2f(358, 570);
glVertex2f(358, 520);
glVertex2f(410, 520);
glEnd();
// House 3, first floor windows pink white
glColor3f(1.0f, 0.9f, 0.8f);
glBegin(GL_QUADS);
glVertex2f(300, 510);
glVertex2f(350, 510);
glVertex2f(350, 460);
glVertex2f(300, 460);
glEnd();
glBegin(GL_QUADS);
glVertex2f(410, 460);
glVertex2f(358, 460);
glVertex2f(358, 510);
glVertex2f(410, 510);
glEnd();
}
// Door 3
glBegin(GL_QUADS);
glColor3f(0.2f, 0.2f, 0.2f);
glVertex2f(370, 400);
glVertex2f(335, 400);
glVertex2f(335, 450);
glVertex2f(370, 450);
glEnd();
}
void bird() //object 14
{
glColor3f(0.392f, 0.392f, 0.392f);
glBegin(GL_TRIANGLES); //1
glVertex2d(350,550);
glVertex2d(353,555);
glVertex2d(343,570);
glEnd();
glBegin(GL_TRIANGLES);