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#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<Triangle> triangles = cubehole0.getTriangles();
  std::list<Triangle> t1 = cubehole1.getTriangles();
  triangles.splice(triangles.end(), t1);
  std::list<Triangle> t2 = cubehole2.getTriangles();
  triangles.splice(triangles.end(), t2);
  std::list<Triangle> t3 = cubehole3.getTriangles();
  triangles.splice(triangles.end(), t3);
  std::list<Triangle> t4 = cubehole4.getTriangles();
  triangles.splice(triangles.end(), t4);
  std::list<Triangle> t5 = cubehole5.getTriangles();
  triangles.splice(triangles.end(), t5);

  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);
  
  /*std::list<Triangle> triangles = cubehole0.getTriangles();
  std::list<Triangle> t1 = cubehole1.getTriangles();
  triangles.splice(triangles.end(), t1);
  std::list<Triangle> t2 = cubehole2.getTriangles();
  triangles.splice(triangles.end(), t2);
  std::list<Triangle> t3 = cubehole3.getTriangles();
  triangles.splice(triangles.end(), t3);
  std::list<Triangle> t4 = cubehole4.getTriangles();
  triangles.splice(triangles.end(), t4);
  std::list<Triangle> t5 = cubehole5.getTriangles();
  triangles.splice(triangles.end(), t5);

  BSPTree tree(triangles);*/

  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();
}