#include "DisplayClass.h" #include "gl.h" DisplayClass::Renderer DisplayClass::renderer; DisplayClass::DisplayClass() : angle(0) { /*cubehole0 = Cubehole(3.0, 6.0, 3.0, 0.0, 0.0, 0.0, 2.5, 2.5, vmml::vec4f(1.0, 0.85, 0.06, 0.5), vmml::vec4f(1.0, 0.85, 0.06, 0.5), vmml::vec4f(1.0, 0.85, 0.06, 0.5), vmml::vec4f(1.0, 0.85, 0.06, 0.5)); cubehole1 = Cubehole(2.5, 6.0, 2.5, 0.0, 0.0, 0.0, 2.0, 2.0, vmml::vec4f(0.0, 0.85, 0.06, 0.5), vmml::vec4f(0.0, 0.85, 0.06, 0.5), vmml::vec4f(0.0, 0.85, 0.06, 0.5), vmml::vec4f(0.0, 0.85, 0.06, 0.5)); cubehole2 = Cubehole(2.0, 6.0, 2.0, 0.0, 0.0, 0.0, 1.5, 1.5, vmml::vec4f(1.0, 0.0, 0.06, 0.5), vmml::vec4f(1.0, 0.0, 0.06, 0.5), vmml::vec4f(1.0, 0.0, 0.06, 0.5), vmml::vec4f(1.0, 0.0, 0.06, 0.5)); cubehole3 = Cubehole(1.5, 6.0, 1.5, 0.0, 0.0, 0.0, 1.0, 1.0, vmml::vec4f(1.0, 0.85, 0.06, 0.5), vmml::vec4f(1.0, 0.85, 0.06, 0.5), vmml::vec4f(1.0, 0.85, 0.06, 0.5), vmml::vec4f(1.0, 0.85, 0.06, 0.5)); cubehole4 = Cubehole(1.0, 6.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, vmml::vec4f(0.0, 0.85, 0.06, 0.5), vmml::vec4f(0.0, 0.85, 0.06, 0.5), vmml::vec4f(0.0, 0.85, 0.06, 0.5), vmml::vec4f(0.0, 0.85, 0.06, 0.5)); cubehole5 = Cubehole(0.5, 6.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, vmml::vec4f(1.0, 0.0, 0.06, 0.5), vmml::vec4f(1.0, 0.0, 0.06, 0.5), vmml::vec4f(1.0, 0.0, 0.06, 0.5), vmml::vec4f(1.0, 0.0, 0.06, 0.5)); std::list triangles = cubehole0.getTriangles(); std::list t1 = cubehole1.getTriangles(); triangles.splice(triangles.end(), t1); std::list t2 = cubehole2.getTriangles(); triangles.splice(triangles.end(), t2); std::list t3 = cubehole3.getTriangles(); triangles.splice(triangles.end(), t3); std::list t4 = cubehole4.getTriangles(); triangles.splice(triangles.end(), t4); std::list t5 = cubehole5.getTriangles(); triangles.splice(triangles.end(), t5);*/ Temparray temp(20, 5, 5, 5); std::list triangles=temp.getTriangles(); tree = new BSPTree(triangles); } DisplayClass::~DisplayClass() { delete tree; } void DisplayClass::renderScene(unsigned long delta) { angle += delta*0.025; if(angle >= 360) angle -= 360; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // Clean up matrix glTranslatef(0.0, 0.0, -15.0); // Then set up transformation glRotatef(angle, 0.0, 1.0, 0.0); glRotatef(angle*2, 1.0, 0.0, 0.0); glRotatef(angle*3, 0.0, 0.0, 1.0); glRotatef(-angle*5, 1.0, 1.0, 1.0); vmml::mat4f transform, inverseTransform; glGetFloatv(GL_MODELVIEW_MATRIX, transform.array); transform.inverse(inverseTransform); vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO; glBegin(GL_TRIANGLES); tree->visit(renderer, viewPoint); glEnd(); glFlush(); }