// ini adalah bagian untuk merubah warna untuk pilar
void display(void) {
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    GLfloat pos0[4]       ={1.0, 1.0, 1.0, 0.0};
   GLfloat ambient[4]    = { 0.0,0.0, 0.0, 0.0 };
   GLfloat diffuse[4]    = { 1.0, 2.0, 1.0, 1.0 };
   GLfloat specular[4]   = { 3.0, 4.0,6.0, 1.0 };
   GLfloat shininess[1]  = { 60.0 };
   
   
   glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
   glLightfv(GL_LIGHT0, GL_POSITION, pos0);
   glEnable(GL_BLEND);
   glBlendFunc(GL_ONE, GL_ONE);
   GLfloat kabut[4]={0.93,0.95,0.92,0.88};
   glFogfv(GL_FOG_COLOR, kabut);  // kabut
   glFogf(GL_FOG_DENSITY, 0.2f);
   
   
   glFogi(GL_FOG_MODE, GL_EXP);
   glEnable(GL_FOG);
   glDisable(GL_BLEND);
   
   glLoadIdentity();
   glRotatef(sudutputar, 0.0f, 0.1f, 0.0f); // sudut pandang camera
   
   draw_rumput();
   draw_langit();
   draw_rumah();
   draw_pilar1();
   draw_pilar2();
   draw_pilar3();
   draw_pilar4();
   draw_pagar();
   draw_matahari();
   
   glutSwapBuffers();
   sudutputar -= 0.1f;
   if(sudutputar<-360) sudutputar=360;
}
// Handler for window paint and re-paint event
void display(void) {
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

   GLfloat pos0[4]        ={5.0, 5.0, 5.0, 0.0};
   GLfloat ambient[4]    = { 0.0, 0.0, 1.0, 1.0 };
   GLfloat diffuse[4]    = { 1.0, 2.0, 1.0, 1.0 };
   GLfloat specular[4]   = { 1.0, 1.0, 0.0, 1.0 };
   GLfloat shininess[1]  = { 10.0 };
   
   glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
   glLightfv(GL_LIGHT0, GL_POSITION, pos0);
   glEnable(GL_BLEND);
   glBlendFunc(GL_ONE, GL_ONE);
   GLfloat kabut[4]={0.93,0.95,0.92,0.88};
   glFogfv(GL_FOG_COLOR, kabut);
   //ketebalan kabut
   glFogf(GL_FOG_DENSITY, 0.08f);
   //glFogf(GL_FOG_START, 3.0f);
   //glFogf(GL_FOG_END, -3.0f);
   glFogi(GL_FOG_MODE, GL_EXP);
   glEnable(GL_FOG);
   glDisable(GL_BLEND);
   
   glLoadIdentity();
   glRotatef(sudutputar, 0.0f, 1.0f, 0.0f); // Rotate over y-axis
   
   draw_laut();
   draw_langit();
   draw_pulau();
   draw_mercusuar();
   draw_kapal_laut();
   draw_matahari();
   
   //pelampung
   glPushMatrix();
   glColor3f(1.0f, 0.0f, 0.0f);
   glTranslatef (-4.25, -1.0, -10.0);
   glScalef (0.1, 0.1, 0.1);
   glutSolidSphere(1.0, 16, 16);
   glPopMatrix();
   
   glPushMatrix();
   glColor3f(1.0f, 0.0f, 0.0f);
   glTranslatef (-10.0, -1.0, -10.0);
   glScalef (0.1, 0.1, 0.1);
   glutSolidSphere(1.0, 16, 16);
   glPopMatrix();
   
   glPushMatrix();
   glColor3f(1.0f, 0.0f, 0.0f);
   glTranslatef (5.0, -1.0, -10.0);
   glScalef (0.1, 0.1, 0.1);
   glutSolidSphere(1.0, 16, 16);
  
   glPopMatrix();
   glPushMatrix();
   glColor3f(1.0f, 0.0f, 0.0f);
   glTranslatef (10.0, -1.0, -10.0);
   glScalef (0.1, 0.1, 0.1);
   glutSolidSphere(1.0, 16, 16);
   glPopMatrix();
   
   glutSwapBuffers();
   sudutputar -= 0.1f;
   if(sudutputar<-360) sudutputar=360;
}