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#include "DisplayClass.h"
#include "gl.h"
#include "BSPTree.h"
DisplayClass::OpaqueRenderer DisplayClass::opaqueRenderer;
DisplayClass::TransparentRenderer DisplayClass::transparentRenderer;
DisplayClass::DisplayClass() {
cubeing[0] = Trapezocube(11.0, 10.0, 10.0, 0.5, 0.0, 0.0, 1.75, 0);
cubeing[1] = Trapezocube(10.0, 9.0, 9.0, 0.5, 0.0, 0.0, 2.25, 90);
cubeing[2] = Trapezocube(9.0, 8.0, 8.0, 0.5, 0.0, 0.0, 2.75, 180);
cubeing[3] = Trapezocube(8.0, 7.0, 7.0, 0.5, 0.0, 0.0, 3.25, 270);
cubeing[4] = Trapezocube(7.0, 6.0, 6.0, 0.5, 0.0, 0.0, 3.75, 0);
cubeing[5] = Trapezocube(6.0, 5.0, 5.0, 0.5, 0.0, 0.0, 4.25, 90);
cubeing[6] = Trapezocube(5.0, 4.0, 4.0, 0.5, 0.0, 0.0, 4.75, 180);
cubeing[7] = Trapezocube(4.0, 3.0, 3.0, 0.5, 0.0, 0.0, 5.25, 270);
}
void DisplayClass::renderScene(unsigned long delta)
{
static float angle = 0.0;
angle += delta*0.025;
if(angle >= 360)
angle -= 360;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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);
for(int i = 0; i < 8; ++i) {
std::list<Triangle> t = cubeing[i].getTriangles();
triangles.splice(triangles.end(), t);
}
BSPTree tree(triangles);
vmml::mat4f transform, inverseTransform;
glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);
transform.inverse(inverseTransform);
inverseTransform.set_translation(vmml::vec3f());
vmml::vec3f viewVector = inverseTransform*vmml::vec3f(0, 0, -1);
glBegin(GL_TRIANGLES);
tree.visit(opaqueRenderer, -viewVector);
tree.visit(transparentRenderer, viewVector);
glEnd();
glFlush();
}
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