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-rw-r--r--DisplayClass.cpp51
1 files changed, 17 insertions, 34 deletions
diff --git a/DisplayClass.cpp b/DisplayClass.cpp
index b0a4a8d..6d9fdee 100644
--- a/DisplayClass.cpp
+++ b/DisplayClass.cpp
@@ -1,27 +1,20 @@
#include "DisplayClass.h"
-#include "Matrix.h"
#include "gl.h"
-//#include <algorithm>
-#include "Trapezocube.h"
#include "BSPTree.h"
-DisplayClass::DisplayClass() {
- static const float pos[5] = {-3.0, -2.0, 0.0, 2.0, 3.0};
+DisplayClass::Renderer DisplayClass::renderer;
- for(int i = 0; i < 5; ++i) {
- for(int j = 0; j < 5; ++j) {
- for(int k = 0; k < 5; ++k) {
- cubes[i][j][k].setSize(0.5, 0.5, 0.5);
- cubes[i][j][k].setPos(pos[k], pos[j], pos[i]);
- }
- }
- }
+DisplayClass::DisplayClass() {
+ cubehole = Cubehole(3.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.5,
+ vmml::vec4f(1.0, 0.0, 0.0),
+ vmml::vec4f(0.0, 1.0, 0.0),
+ vmml::vec4f(0.0, 0.0, 1.0),
+ vmml::vec4f(1.0, 0.85, 0.06));
}
void DisplayClass::renderScene(unsigned long delta)
{
- Cubehole cubeing(3.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.5, Color(1.0, 0.0, 0.0), Color(0.0, 1.0, 0.0), Color(0.0, 0.0, 1.0), Color(1.0, 0.85, 0.06));
static float angle = 0.0;
angle += delta*0.025;
if(angle >= 360)
@@ -29,11 +22,6 @@ void DisplayClass::renderScene(unsigned long delta)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- //Matrix p(GL_PROJECTION_MATRIX);
- //Matrix m;
-
- std::list<Triangle> triangles;
-
glLoadIdentity(); // Clean up matrix
glTranslatef(0.0, 0.0, -10.0); // Then set up transformation
glRotatef(angle, 0.0, 1.0, 0.0);
@@ -41,25 +29,20 @@ void DisplayClass::renderScene(unsigned long delta)
glRotatef(angle*3, 0.0, 0.0, 1.0);
glRotatef(-angle*5, 1.0, 1.0, 1.0);
- //m.store(); // Save current transformation
- /*for(int i = 0; i < 5; ++i) {
- for(int j = 0; j < 5; ++j) {
- for(int k = 0; k < 5; ++k) {
- std::list<Triangle> ct = cubes[i][j][k].getTriangles(m);
- triangles.splice(triangles.end(), ct);
- }
- }
- }*/
- //glLoadIdentity();
+ std::list<Triangle> triangles = cubehole.getTriangles();
+
+ BSPTree tree(triangles);
+
+ vmml::mat4f transform, inverseTransform;
+ glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);
+
+ transform.inverse(inverseTransform);
- std::list<Triangle> ct = cubeing.getTriangles();
- triangles.splice(triangles.end(), ct);
+ vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO;
glBegin(GL_TRIANGLES);
- for(std::list<Triangle>::reverse_iterator t = triangles.rbegin(); t != triangles.rend(); ++t) {
- t->render();
- }
+ tree.visit(renderer, viewPoint);
glEnd();
glFlush();