📄 main.cpp
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -100.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 0.0f, -200.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 0.0f, -200.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -100.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -200.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 0.0f, -300.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 0.0f, -300.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -200.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -300.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 0.0f, -400.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 0.0f, -400.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -300.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -400.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 0.0f, -500.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 0.0f, -500.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -400.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -500.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 0.0f, -600.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 0.0f, -600.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -500.0-7*i*100);
glEnd();
//Road OF MAP PART 2
//MAKING THE SIDE WALLS
glBindTexture(GL_TEXTURE_2D, texture[7]);
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0,0.0,100.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0,0.0,-100.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-100.0,40.0,-100.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0,40.0,100.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0,0.0,100.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0,0.0,-100.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100.0,40.0,-100.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(100.0,40.0,100.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0,0.0,-100.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0,0.0,-200.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-100.0,40.0,-200.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0,40.0,-100.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0,0.0,-100.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0,0.0,-200.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100.0,40.0,-200.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(100.0,40.0,-100.0-7*i*100);
glEnd();
//glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0,0.0,-200.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0,0.0,-300.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-100.0,40.0,-300.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0,40.0,-200.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0,0.0,-200.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0,0.0,-300.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100.0,40.0,-300.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(100.0,40.0,-200.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0,0.0,-300.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0,0.0,-400.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-100.0,40.0,-400.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0,40.0,-300.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0,0.0,-300.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0,0.0,-400.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100.0,40.0,-400.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(100.0,40.0,-300.0-7*i*100);
glEnd();
//glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0,0.0,-400.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0,0.0,-500.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-100.0,40.0,-500.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0,40.0,-400.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0,0.0,-400.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0,0.0,-500.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100.0,40.0,-500.0-7*i*100);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0,40.0,-400.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0,0.0,-500.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0,0.0,-600.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-100.0,40.0,-600.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0,40.0,-500.0-7*i*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0,0.0,-500.0-7*i*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0,0.0,-600.0-7*i*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100.0,40.0,-600.0-7*i*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(100.0,40.0,-500.0-7*i*100);
glEnd();
}
//Map Part 2
//Road Part 2
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -600.0-7*19*100);
glEnd();
//Wall Part 2
glBindTexture(GL_TEXTURE_2D, texture[7]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(100.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0, 60.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100.0, 60.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(100.0, 0.0f, -1100.0-7*19*100);
glEnd();
// making turn sign
glBindTexture(GL_TEXTURE_2D, texture[21]);
if(tex1 >=1 && tex1<=4)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
glEnd();
//tex1++;
}
glBindTexture(GL_TEXTURE_2D, texture[22]);
if(tex1>=5 && tex1<=8)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
glEnd();
// tex1++;
}
glBindTexture(GL_TEXTURE_2D, texture[23]);
if(tex1>=9 && tex1 <=12)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
glEnd();
// tex1++;
}
glBindTexture(GL_TEXTURE_2D, texture[24]);
if(tex1>=13 && tex1 <=16)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
glEnd();
// tex1++;
}
glBindTexture(GL_TEXTURE_2D, texture[25]);
if(tex1>=17 && tex1<=20)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
glEnd();
// tex1 = 1;
}
tex1++;
if(tex1 == 20)
tex1 =1;
//Map Part 3
//Road Part 3
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( -400.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( -400.0, 0.0f, -600.0-7*19*100);
glEnd();
//Wall Part 3
glBindTexture(GL_TEXTURE_2D, texture[7]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-200.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-200.0, 60.0f, -600.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0, 60.0f, -600.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-200.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-200.0, 60.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0, 60.0f, -1100.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-200.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-400.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-400.0, 60.0f, -600.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-200.0, 60.0f, -600.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-200.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-400.0, 60.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-200.0, 60.0f, -1100.0-7*19*100);
glEnd();
//Map Part 4
//Road Part 4
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-400.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( -900.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f( -900.0, 0.0f, -600.0-7*19*100);
glEnd();
//Wall Part 3
glBindTexture(GL_TEXTURE_2D, texture[7]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-400.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-600.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-600.0, 40.0f, -600.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-400.0, 40.0f, -600.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-900.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-900.0, 0.0f, -800.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-900.0, 40.0f, -800.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-900.0, 40.0f, -600.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-600.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-700.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-700.0, 40.0f, -600.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-600.0, 40.0f, -600.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-900.0, 0.0f, -800.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-900.0, 0.0f, -1000.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-900.0, 40.0f, -1000.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-900.0, 40.0f, -800.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-700.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-900.0, 0.0f, -600.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-900.0, 40.0f, -600.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-700.0, 40.0f, -600.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-900.0, 0.0f, -1000.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-900.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-900.0, 40.0f, -1100.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-900.0, 40.0f, -00.0-7*19*100);
glEnd();
//Map Part 5
//Road Part 5
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1000.0, 0.0f, -2500.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f( -1500.0, 0.0f, -2500.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-900.0, 0.0f, -1100.0-7*19*100 );
glEnd();
//Wall part 5
glBindTexture(GL_TEXTURE_2D, texture[7]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1000.0, 0.0f, -2500.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1000.0, 40.0f, -2500.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-400.0, 40.0f, -1100.0-7*19*100);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-900.0, 0.0f, -1100.0-7*19*100);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1500.0, 0.0f, -2500.0-7*19*100);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1500.0, 40.0f, -2500.0-7*19*100);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-900.0, 40.0f, -1100.0-7*19*100);
glEnd();
//Map Part 6 & 7
//Road Part 6 & 7
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1000.0, 0.0
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