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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();
}
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