1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
|
#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 const Cuboid dc(0.8, 2, 0.8);
static const float xs[5] = {-2.5, -1.5, -0.5, 0.5, 1.5};
static const float zs[5] = {-1.5, -0.5, 0.5, 1.5, 2.5};
Cuboid cubes[5][5] = {
{dc, dc, dc, dc, dc},
{dc, dc, dc, dc, dc},
{dc, dc, dc, dc, dc},
{dc, dc, dc, dc, dc},
{dc, dc, dc, dc, dc},
};
for(int i = 0; i < 5; ++i) {
for(int j = 0; j < 5; ++j) {
cubes[i][j].setPos(xs[j], 1.0, zs[i]);
}
}
/* {Cuboid(2, 1, 1, -2.5, 1.0, -1.5), Cuboid(2, 1, 1, -1.5, 1.0, -1.5), Cuboid(2, 1, 1, -0.5, 1.0, -1.5), Cuboid(2, 1, 1, 0.5, 1.0, -1.5), Cuboid(2, 1, 1, 1.5, 1.0, -1.5)},
{Cuboid(2, 1, 1, -2.5, 1.0, -0.5), Cuboid(2, 1, 1, -1.5, 1.0, -1.5), Cuboid(2, 1, 1, -0.5, 1.0, -1.5), Cuboid(2, 1, 1, 0.5, 1.0, -0.5), Cuboid(2, 1, 1, 1.5, 1.0, -0.5)},
{Cuboid(2, 1, 1, -2.5, 1.0, 0.5), Cuboid(2, 1, 1, -1.5, 1.0, -1.5), Cuboid(2, 1, 1, -0.5, 1.0, -1.5), Cuboid(2, 1, 1, 0.5, 1.0, -1.5), Cuboid(2, 1, 1, 1.5, 1.0, 0.5)},
{Cuboid(2, 1, 1, -2.5, 1.0, 1.5), Cuboid(2, 1, 1, -1.5, 1.0, -1.5), Cuboid(2, 1, 1, -0.5, 1.0, -1.5), Cuboid(2, 1, 1, 0.5, 1.0, -1.5), Cuboid(2, 1, 1, 1.5, 1.0, 1.5)},
{Cuboid(2, 1, 1, -2.5, 1.0, 2.5), Cuboid(2, 1, 1, -1.5, 1.0, 2.5), Cuboid(2, 1, 1, -0.5, 1.0, 2.5), Cuboid(2, 1, 1, 0.5, 1.0, 2.5), Cuboid(2, 1, 1, 1.5, 1.0, 2.5)}};*/
static float angle = 0.0;
angle += delta*0.043;
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
for(int i = 0; i < 5; ++i) {
for(int j = 0; j < 5; ++j) {
std::list<Triangle> ct = cubes[i][j].getTriangles(m);
triangles.splice(triangles.end(), ct);
}
}
/*std::list<Triangle> t1 = cube1.getTriangles(m);
triangles.splice(triangles.end(), t1);
glRotatef(angle*10, 0.0, 0.0, 1.0);
m.store();
t1 = cube2.getTriangles(m);
triangles.splice(triangles.end(), t1);*/
//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();
}
|