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
|
#include "DisplayClass.h"
#include "Matrix.h"
#include "gl.h"
#include <algorithm>
DisplayClass::DisplayClass() {
static const float pos[5] = {-3.0, -2.0, 0.0, 2.0, 3.0};
for(int i = 0; i < 5; ++i) {
for(int j = 0; j < 5; ++j) {
for(int k = 0; k < 5; ++k) {
cubes[i][j][k].setSize(0.5, 0.5, 0.5);
cubes[i][j][k].setPos(pos[k], pos[j], pos[i]);
}
}
}
}
void DisplayClass::renderScene(unsigned long delta)
{
Cubehole cubeing(1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5);
static float angle = 0.0;
angle += delta*0.05;
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, 1.0, 1.0, 1.0);
m.store(); // Save current transformation
/*for(int i = 0; i < 5; ++i) {
for(int j = 0; j < 5; ++j) {
for(int k = 0; k < 5; ++k) {
std::list<Triangle> ct = cubes[i][j][k].getTriangles(m);
triangles.splice(triangles.end(), ct);
}
}
}*/
std::list<Triangle> ct = cubeing.getTriangles(m);
triangles.splice(triangles.end(), ct);
glLoadIdentity();
glBegin(GL_TRIANGLES);
for(std::list<Triangle>::reverse_iterator t = triangles.rbegin(); t != triangles.rend(); ++t) {
t->render();
}
glEnd();
glFlush();
}
|