summaryrefslogtreecommitdiffstats
path: root/DisplayClass.cpp
blob: f320f3cf10f37f18598c9420c0082583422f5061 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
#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();
}