void drawLandscape( void )
{
glBegin(GL_QUADS);
//ground
glColor3f(0,0,0);
glVertex2f(0,0);
glVertex2f(windowW,0);
glColor3f(0.5,0.3,0.1);
glVertex2f(windowW,windowH/3);
glVertex2f(0,windowH/3);
//sky
glColor3f(0,0,1);
glVertex2f(0,windowH/3);
glVertex2f(windowW,windowH/3);
glColor3f(1,1,1);
glVertex2f(windowW,windowH);
glVertex2f(0,windowH);
glEnd();
//river
float rw = ( mouseX / windowW ) * 8.5;
glColor3f(0,.3,0.7);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(windowW/2-rw,windowH/3);
glVertex2f(windowW/2+20+rw,windowH/3);
glVertex2f(windowW/2+5-rw,windowH/3-20);
glVertex2f(windowW/2+30+rw,windowH/3-20);
glVertex2f(windowW/2+10-rw,windowH/3-30);
glVertex2f(windowW/2+60+rw,windowH/3-40);
glVertex2f(windowW/2+25-rw,windowH/3-50);
glVertex2f(windowW/2+70+rw,windowH/3-60);
glVertex2f(windowW/2+0-rw,windowH/3-80);
glVertex2f(windowW/2+60+rw,windowH/3-80);
glVertex2f(windowW/2-15-rw,windowH/3-90);
glVertex2f(windowW/2+50+rw,windowH/3-100);
glVertex2f(windowW/2-30-rw,windowH/3-110);
glVertex2f(windowW/2+90+rw,windowH/3-130);
glVertex2f(windowW/2-10-rw,windowH/3-130);
glVertex2f(windowW/2+110+rw,windowH/3-150);
glVertex2f(windowW/2+0-rw,windowH/3-160);
glVertex2f(windowW/2+130+rw,0);
glVertex2f(windowW/2+10-rw,0);
glEnd();
//mountain range
int mrHeight;
mrHeight=mouseY;
if(mrHeight > windowH/3){
if(mrHeight>windowH/1.8) mrHeight=windowH/1.8;
glBegin(GL_TRIANGLES);
glColor3f(0,.6,0);
glVertex2f(windowW/2-300,windowH/3);
glColor3f(0,1,0);
glVertex2f(windowW/2-100,mrHeight);
glColor3f(0,.6,0);
glVertex2f(windowW/2+200,windowH/3);
glEnd();
}
//cloud
float ct=mouseX/windowW;
glColor4f(1,1,1,ct);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(windowW-200,windowH/1.4);
glVertex2f(windowW-200,windowH/1.4+30);
glVertex2f(windowW-200+30,windowH/1.4);
glVertex2f(windowW-200,windowH/1.4-30);
glVertex2f(windowW-200-30,windowH/1.4);
glVertex2f(windowW-200,windowH/1.4+30);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex2f(windowW-200-40,windowH/1.4);
glVertex2f(windowW-200-40,windowH/1.4+40);
glVertex2f(windowW-200+40-40,windowH/1.4);
glVertex2f(windowW-200-40,windowH/1.4-40);
glVertex2f(windowW-200-40-40,windowH/1.4);
glVertex2f(windowW-200-40,windowH/1.4+40);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex2f(windowW-200-70,windowH/1.4);
glVertex2f(windowW-200-70,windowH/1.4+30);
glVertex2f(windowW-200+30-70,windowH/1.4);
glVertex2f(windowW-200-70,windowH/1.4-30);
glVertex2f(windowW-200-30-70,windowH/1.4);
glVertex2f(windowW-200-70,windowH/1.4+30);
glEnd();
}