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2d3d:: smaller cones for fires/bonfires/buoys/thumpers
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@ -501,30 +501,34 @@ void generate_floorshapes_for(int id, cell *c, int siid, int sidir) {
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}
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}
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sizeto(fsh.cone, id);
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bshape(fsh.cone[id], fsh.prio);
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last->flags |= POLY_TRIANGLES;
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last->tinf = &fsh.tinf3;
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last->texture_offset = 0;
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#if CAP_BT
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if(binarytiling)
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for(int t=0; t<c->type; t++)
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texture_order([&] (ld x, ld y) {
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for(int co=0; co<2; co++) {
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sizeto(fsh.cone[co], id);
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bshape(fsh.cone[co][id], fsh.prio);
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last->flags |= POLY_TRIANGLES;
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last->tinf = &fsh.tinf3;
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last->texture_offset = 0;
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ld h = (geom3::FLOOR - geom3::WALL) / (co+1);
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ld top = co ? (geom3::FLOOR + geom3::WALL) / 2 : geom3::WALL;
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#if CAP_BT
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if(binarytiling)
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for(int t=0; t<c->type; t++)
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texture_order([&] (ld x, ld y) {
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using namespace hyperpoint_vec;
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hyperpoint left = binary::get_corner_horo_coordinates(c, t);
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hyperpoint right = binary::get_corner_horo_coordinates(c, t+1);
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hpcpush(rgpushxto0(binary::get_horopoint(left * x + right * y)) * zpush(top + h * (x+y)) * C0);
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});
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else
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#endif
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if(1) {
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int s = fsh.b[id].s;
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int e = fsh.b[id].e-1;
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for(int t=0; t<e-s; t++) {
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using namespace hyperpoint_vec;
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hyperpoint left = binary::get_corner_horo_coordinates(c, t);
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hyperpoint right = binary::get_corner_horo_coordinates(c, t+1);
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hpcpush(rgpushxto0(binary::get_horopoint(left * x + right * y)) * zpush(geom3::WALL + (geom3::FLOOR-geom3::WALL) * (x+y)) * C0);
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});
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else
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#endif
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if(1) {
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int s = fsh.b[id].s;
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int e = fsh.b[id].e-1;
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for(int t=0; t<e-s; t++) {
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using namespace hyperpoint_vec;
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hyperpoint v1 = hpc[s+t] - C0;
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hyperpoint v2 = hpc[s+t+1] - C0;
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texture_order([&] (ld x, ld y) { hpcpush(rgpushxto0(normalize(C0 + v1 * x + v2 * y))*zpush(geom3::WALL + (geom3::FLOOR-geom3::WALL) * (x+y))*C0); });
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hyperpoint v1 = hpc[s+t] - C0;
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hyperpoint v2 = hpc[s+t+1] - C0;
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texture_order([&] (ld x, ld y) { hpcpush(rgpushxto0(normalize(C0 + v1 * x + v2 * y))*zpush(top + h * (x+y))*C0); });
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}
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}
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}
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@ -547,8 +551,11 @@ void generate_floorshapes_for(int id, cell *c, int siid, int sidir) {
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fsh.gpside[l][e] = shFullFloor.gpside[l][e];
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for(auto& li: fsh.gpside[l][e]) li.tinf = &fsh.tinf3;
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}
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fsh.cone = shFullFloor.cone;
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for(auto& li: fsh.cone) li.tinf = &fsh.tinf3;
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fsh.cone[0] = shFullFloor.cone[0];
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fsh.cone[1] = shFullFloor.cone[1];
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for(int c=0; c<2; c++)
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for(auto& li: fsh.cone[c])
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li.tinf = &fsh.tinf3;
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}
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}
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finishshape();
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@ -3974,7 +3974,7 @@ void draw_wall(cell *c, const transmatrix& V, color_t wcol, color_t& zcol, int c
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if(DIM == 3 && WDIM == 2) {
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if(!qfi.fshape) qfi.fshape = &shFullFloor;
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if(conegraph(c)) {
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draw_shapevec(c, V, qfi.fshape->cone, darkena(wcol, 0, 0xFF), PPR::WALL);
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draw_shapevec(c, V, qfi.fshape->cone[0], darkena(wcol, 0, 0xFF), PPR::WALL);
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return;
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}
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color_t wcol0 = wcol;
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@ -5512,7 +5512,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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case waBarrier:
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if(c->land == laOceanWall && wmescher && wmspatial) {
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if(GDIM == 3 && qfi.fshape) {
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draw_shapevec(c, V, qfi.fshape->cone, darkena(wcol, 0, 0xFF), PPR::WALL);
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draw_shapevec(c, V, qfi.fshape->cone[1], darkena(wcol, 0, 0xFF), PPR::WALL);
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break;
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}
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const int layers = 2 << detaillevel;
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@ -5586,7 +5586,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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else if(c->wall == waExplosiveBarrel) {
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if(DIM == 3 && qfi.fshape) {
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draw_shapevec(c, V, qfi.fshape->cone, 0xD00000FF, PPR::REDWALL);
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draw_shapevec(c, V, qfi.fshape->cone[1], 0xD00000FF, PPR::REDWALL);
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break;
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}
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const int layers = 2 << detaillevel;
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@ -5600,7 +5600,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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auto V2 = V;
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if(hasTimeout(c)) V2 = V2 * spintick(c->land == laPower ? 5000 : 500);
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if(GDIM == 3 && qfi.fshape)
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draw_shapevec(c, V2, qfi.fshape->cone, darkena(wcol, 0, 0xF0), PPR::WALL);
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draw_shapevec(c, V2, qfi.fshape->cone[1], darkena(wcol, 0, 0xF0), PPR::WALL);
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else queuepoly(V2, shStar, darkena(wcol, 0, 0xF0));
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if(isFire(c) && rand() % 300 < ticks - lastt)
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drawParticle(c, wcol, 75);
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2
hyper.h
2
hyper.h
@ -4249,7 +4249,7 @@ struct floorshape {
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int pstrength; // pattern strength in 3D
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int fstrength; // frame strength in 3D
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PPR prio;
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vector<hpcshape> b, shadow, side[SIDEPARS], gpside[SIDEPARS][MAX_EDGE], levels[SIDEPARS], cone;
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vector<hpcshape> b, shadow, side[SIDEPARS], gpside[SIDEPARS][MAX_EDGE], levels[SIDEPARS], cone[2];
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basic_textureinfo tinf3;
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floorshape() { prio = PPR::FLOOR; pstrength = fstrength = 10; }
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};
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