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#include "Cuboid.h"
#include "DisplayClass.h"
#include "Matrix.h"
#include "gl.h"
#include <algorithm>


void DisplayClass::renderScene(unsigned long delta)
{

  Cuboid cube1(2, 2, 1, -1, 1, 0.5);
  Cuboid cube2(1, 1, 2, -0.5, 0.5, -1.5);
  static float angle = 0.0;
  angle += delta*0.05;
  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, -10.0); // 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, 0.0, 0.0, 1.0);
  m.store(); // Save current transformation
  
  std::list<Triangle> t1 = cube1.getTriangles(m);
  triangles.splice(triangles.end(), t1);
  
  glRotatef(angle*10, 0.0, 0.0, 1.0);
  m.store();
  
  std::list<Triangle> t2 = cube2.getTriangles(m);
  triangles.splice(triangles.end(), t2);
  
  //std::sort(triangles.begin(), triangles.end(), Sorter(p));
  
  glLoadIdentity();

  glBegin(GL_TRIANGLES);
  for(std::list<Triangle>::reverse_iterator t = triangles.rbegin(); t != triangles.rend(); ++t) {
    t->render();
  }
  glEnd();
  
  glFlush();
}