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#include "DisplayClass.h"
#include "Matrix.h"
#include "gl.h"
//#include <algorithm>
#include "Trapezocube.h"
#include "BSPTree.h"
void DisplayClass::RenderVisitor::operator() (const Triangle &t) const {
t.render();
}
DisplayClass::DisplayClass() {
static const float pos[5] = {-3.0, -2.0, 0.0, 2.0, 3.0};
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]);
}
}
}
}
void DisplayClass::renderScene(unsigned long delta)
{
//Cubehole cubeing(3.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.5);
Trapezocube cubeing1(11.0, 10.0, 10.0, 0.5, 0.0, 0.0, 1.75, 0);
Trapezocube cubeing2(10.0, 9.0, 9.0, 0.5, 0.0, 0.0, 2.25, 90);
Trapezocube cubeing3(9.0, 8.0, 8.0, 0.5, 0.0, 0.0, 2.75, 180);
Trapezocube cubeing4(8.0, 7.0, 7.0, 0.5, 0.0, 0.0, 3.25, 270);
Trapezocube cubeing5(7.0, 6.0, 6.0, 0.5, 0.0, 0.0, 3.75, 0);
Trapezocube cubeing6(6.0, 5.0, 5.0, 0.5, 0.0, 0.0, 4.25, 90);
Trapezocube cubeing7(5.0, 4.0, 4.0, 0.5, 0.0, 0.0, 4.75, 180);
Trapezocube cubeing8(4.0, 3.0, 3.0, 0.5, 0.0, 0.0, 5.25, 270);
static float angle = 0.0;
angle += delta*0.025;
if(angle >= 360)
angle -= 360;
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, -30.0); // 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);
//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);
}
}
}*/
std::list<Triangle> ct1 = cubeing1.getTriangles();
triangles.splice(triangles.end(), ct1);
std::list<Triangle> ct2 = cubeing2.getTriangles();
triangles.splice(triangles.end(), ct2);
std::list<Triangle> ct3 = cubeing3.getTriangles();
triangles.splice(triangles.end(), ct3);
std::list<Triangle> ct4 = cubeing4.getTriangles();
triangles.splice(triangles.end(), ct4);
std::list<Triangle> ct5 = cubeing5.getTriangles();
triangles.splice(triangles.end(), ct5);
std::list<Triangle> ct6 = cubeing6.getTriangles();
triangles.splice(triangles.end(), ct6);
std::list<Triangle> ct7 = cubeing7.getTriangles();
triangles.splice(triangles.end(), ct7);
std::list<Triangle> ct8 = cubeing8.getTriangles();
triangles.splice(triangles.end(), ct8);
//glLoadIdentity();
BSPTree tree(triangles);
glBegin(GL_TRIANGLES);
/*for(std::list<Triangle>::reverse_iterator t = triangles.rbegin(); t != triangles.rend(); ++t) {
t->render();
}*/
tree.visit(RenderVisitor(), Vector(0, 0, -1));
glEnd();
glFlush();
}
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