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


DisplayClass::Renderer DisplayClass::renderer;

DisplayClass::DisplayClass() {
  cubehole = Cubehole(3.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.5,
      vmml::vec4f(1.0, 0.0, 0.0, 0.5),
      vmml::vec4f(0.0, 1.0, 0.0, 0.5),
      vmml::vec4f(0.0, 0.0, 1.0, 0.5),
      vmml::vec4f(1.0, 0.85, 0.06, 0.5));
}

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, -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, 1.0, 1.0, 1.0);
  
  std::list<Triangle> triangles = cubehole.getTriangles();
  
  BSPTree tree(triangles);

  vmml::mat4f transform, inverseTransform;
  glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);

  transform.inverse(inverseTransform);

  vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO;

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