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#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();
}