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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 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();
}