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#include <GL/glut.h>
#include <cmath> // For sin and cos functions

// Global variable to track mode
bool isDay = true;

void drawText(float x, float y, const char* text) {
    glRasterPos2f(x, y);
    for (const char* c = text; *c != '\0'; c++) {
        glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, *c);
    }
}

void drawCloud(float x, float y) {
    glColor3f(1.0, 1.0, 1.0); // White clouds
    glBegin(GL_POLYGON);
    for (int i = 0; i < 360; i += 10) {
        float theta = i * 3.14159 / 180;
        glVertex2f(x + 0.1f * cos(theta), y + 0.05f * sin(theta));
    }
    glEnd();
    glBegin(GL_POLYGON);
    for (int i = 0; i < 360; i += 10) {
        float theta = i * 3.14159 / 180;
        glVertex2f((x + 0.12f) + 0.1f * cos(theta), y + 0.07f * sin(theta));
    }
    glEnd();
    glBegin(GL_POLYGON);
    for (int i = 0; i < 360; i += 10) {
        float theta = i * 3.14159 / 180;
        glVertex2f((x - 0.12f) + 0.1f * cos(theta), y + 0.07f * sin(theta));
    }
    glEnd();
}

void drawBuilding(float x, float y, float width, float height, bool hasSolar, const char* label) {
    // Draw the building
    glColor3f(0.6, 0.2, 0.2); // Default building color
    glBegin(GL_QUADS);
    glVertex2f(x, y);
    glVertex2f(x + width, y);
    glVertex2f(x + width, y + height);
    glVertex2f(x, y + height);
    glEnd();

    // Add windows
    if (!isDay && hasSolar) {
        glColor3f(1.0, 1.0, 0.0); // Yellow for lit windows at night with solar
    } else {
        glColor3f(0.2, 0.2, 0.2); // Dark for unlit windows
    }
    glBegin(GL_QUADS);
    glVertex2f(x + width * 0.1f, y + height * 0.5f);
    glVertex2f(x + width * 0.4f, y + height * 0.5f);
    glVertex2f(x + width * 0.4f, y + height * 0.7f);
    glVertex2f(x + width * 0.1f, y + height * 0.7f);
    glEnd();

    // Add solar panels if applicable
    if (hasSolar) {
        // Panel 1
        glColor3f(0.0, 0.0, 1.0); // Blue for solar panels
        glBegin(GL_QUADS);
        glVertex2f(x + width * 0.1f, y + height);
        glVertex2f(x + width * 0.4f, y + height);
        glVertex2f(x + width * 0.35f, y + height * 1.1f);
        glVertex2f(x + width * 0.15f, y + height * 1.1f);
        glEnd();

        // Panel 2
        glBegin(GL_QUADS);
        glVertex2f(x + width * 0.6f, y + height);
        glVertex2f(x + width * 0.9f, y + height);
        glVertex2f(x + width * 0.85f, y + height * 1.1f);
        glVertex2f(x + width * 0.65f, y + height * 1.1f);
        glEnd();
    }

    // Add building label
    glColor3f(1.0, 1.0, 1.0); // White text
    drawText(x + width * 0.25f, y + height * 0.1f, label);
}

void drawSun(float x, float y) {
    glColor3f(1.0, 1.0, 0.0); // Yellow sun
    glBegin(GL_POLYGON);
    for (int i = 0; i < 360; i += 10) {
        float theta = i * 3.14159 / 180;
        glVertex2f(x + 0.1f * cos(theta), y + 0.1f * sin(theta));
    }
    glEnd();
}

void drawMoon(float x, float y) {
    glColor3f(1.0, 1.0, 1.0); // White moon
    glBegin(GL_POLYGON);
    for (int i = 0; i < 360; i += 10) {
        float theta = i * 3.14159 / 180;
        glVertex2f(x + 0.1f * cos(theta), y + 0.1f * sin(theta));
    }
    glEnd();
}

void drawButtons() {
    // Draw Day Mode Button
    glColor3f(0.2, 0.6, 0.2); // Green for Day Mode
    glBegin(GL_QUADS);
    glVertex2f(-0.9f, -0.9f);
    glVertex2f(-0.6f, -0.9f);
    glVertex2f(-0.6f, -0.8f);
    glVertex2f(-0.9f, -0.8f);
    glEnd();

    // Day Mode Text
    glColor3f(1.0, 1.0, 1.0); // White text
    drawText(-0.85f, -0.85f, "Day");

    // Draw Night Mode Button
    glColor3f(0.2, 0.2, 0.6); // Blue for Night Mode
    glBegin(GL_QUADS);
    glVertex2f(-0.5f, -0.9f);
    glVertex2f(-0.2f, -0.9f);
    glVertex2f(-0.2f, -0.8f);
    glVertex2f(-0.5f, -0.8f);
    glEnd();

    // Night Mode Text
    glColor3f(1.0, 1.0, 1.0); // White text
    drawText(-0.45f, -0.85f, "Night");
}

void display() {
    glClear(GL_COLOR_BUFFER_BIT);
    glLoadIdentity();

    // Draw background
    if (isDay) {
        glColor3f(0.53f, 0.81f, 0.92f); // Light blue for day
    } else {
        glColor3f(0.0f, 0.0f, 0.2f); // Dark blue for night
    }
    glBegin(GL_QUADS);
    glVertex2f(-1.0f, -1.0f);
    glVertex2f(1.0f, -1.0f);
    glVertex2f(1.0f, 1.0f);
    glVertex2f(-1.0f, 1.0f);
    glEnd();

    // Draw sun or moon
    if (isDay) {
        drawSun(0.8f, 0.8f);
    } else {
        drawMoon(0.8f, 0.8f);
    }

    // Draw clouds
    if (isDay || !isDay) { // Clouds visible in both modes
        drawCloud(-0.5f, 0.7f);
        drawCloud(0.2f, 0.8f);
        drawCloud(0.7f, 0.6f);
    }

    // Draw road
    glColor3f(0.2f, 0.2f, 0.2f); // Gray road
    glBegin(GL_QUADS);
    glVertex2f(-1.0f, -0.5f);
    glVertex2f(1.0f, -0.5f);
    glVertex2f(1.0f, -0.7f);
    glVertex2f(-1.0f, -0.7f);
    glEnd();

    // Draw buildings
    drawBuilding(-0.8f, -0.7f, 0.4f, 0.6f, true, "OFFICE");
    drawBuilding(-0.2f, -0.7f, 0.4f, 0.6f, true, "Alpha Residency");
    drawBuilding(0.4f, -0.7f, 0.4f, 0.6f, false, "HOME");

    // Draw buttons
    drawButtons();

    glFlush();
}

void mouse(int button, int state, int x, int y) {
    if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
        // Map mouse click to OpenGL coordinates
        float mx = (float)x / 400.0f - 1.0f; // Normalized X coordinate
        float my = 1.0f - (float)y / 300.0f; // Normalized Y coordinate

        // Check if Day Mode button was clicked
        if (mx >= -0.9f && mx <= -0.6f && my >= -0.9f && my <= -0.8f) {
            isDay = true; // Switch to day mode
            glutPostRedisplay();
        }

        // Check if Night Mode button was clicked
        if (mx >= -0.5f && mx <= -0.2f && my >= -0.9f && my <= -0.8f) {
            isDay = false; // Switch to night mode
            glutPostRedisplay();
        }
    }
}

int main(int argc, char** argv) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowSize(800, 600);
    glutCreateWindow("Day and Night Mode Toggle");
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMainLoop();
    return 0;
}
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