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#include "DisplayClass.h"
#include "gl.h"
#include "BSPTree.h"


DisplayClass::Renderer DisplayClass::renderer;


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);
  
  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);
  
  std::list<Triangle> triangles;

  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);

  vmml::vec3f viewPoint = inverseTransform*vmml::vec3f(0, 0, 0);

  glBegin(GL_TRIANGLES);
  tree.visit(renderer, viewPoint);
  glEnd();
  
  glFlush();
}