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#include "DisplayClass.h"

DisplayClass::Renderer DisplayClass::render;

DisplayClass::DisplayClass(int x, int y, int z) : angle(0) {
  
//  Temparray temp(20, x, y, z);
//  triangles=temp.getTriangles();
this->x=x;
this->y=y;
this->z=z;
  //tree = new BSPTree(triangles);
}

DisplayClass::~DisplayClass() {
  //delete tree;
}

void DisplayClass::renderScene(unsigned long delta, std::bitset<256>& keys) {
  /*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, -2.0, -20.0); // Then set up transformation
//  glRotatef(10, 1.0, 0.0, 0.0);
//  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);
  
  
//  static Temparray temp(20, x, y, z);
  static House house(20, x, y, z, 100, 400, 53.55, 0.82, 2.82, 0.0047, 40, 45, 1900, 3, 11500);
  triangles=house.getTriangles();
  house.controller();
////  temp.calcTemp();
  //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(render, viewPoint);

  for(std::list<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
    render(*t);
  }

  glEnd();
  
  glFlush();
}

void DisplayClass::keyhandler(std::bitset<256>& keys){
    static float abstand = 0;
    if(keys.any()) {
    glLoadIdentity();

    static float rotm[16] = {
      1, 0, 0, 0,
      0, 1, 0, 0,
      0, 0, 1, 0,
      0, 0, 0, 1};
    char h = '2';
    if(keys.test(h))
      glRotatef(3, 1, 0, 0);
      
    h = '4';
    if(keys.test(h))
      glRotatef(-3, 0, 1, 0);
      
    h = '6';
    if(keys.test(h))
      glRotatef(3, 0, 1, 0);
      
    h = '8';
    if(keys.test(h))
      glRotatef(-3, 1, 0, 0);
      
    h = '+';
    if(keys.test(h))
      abstand -= 0.2;
      
    h = '-';
    if(keys.test(h))
      abstand += 0.2;
    
    glMultMatrixf(rotm);
    glGetFloatv(GL_MODELVIEW_MATRIX, rotm);
  
    glLoadIdentity();
    glTranslatef(0, 0, abstand);
    glMultMatrixf(rotm);
  
//    glutPostRedisplay();
  }
}