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https://github.com/zenorogue/hyperrogue.git
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111 lines
2.9 KiB
C++
111 lines
2.9 KiB
C++
#include "rogueviz.h"
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namespace hr {
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namespace recursive_house {
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// log(2) / vid.plevel_factor == 1.78379
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// 0.38858115616745542
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// commandline for Euclidean animation:
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// rogueviz -canvas 0 -geo beti -recursive-house -noplayer
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// commandline for S2xE
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// rogueviz -geo 2 -7 -product -prodperiod 1 -canvas 0 -lands 6 -recursive-house -noplayer plevel_factor=0.38858*2
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// (warning: it is quite slow)
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bool draw_recursive_house_at(cell *c, const shiftmatrix& V) {
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if(c != currentmap->gamestart()) return false;
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for(int lv=-10; lv<=10; lv++) {
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if(!euclid && lv) continue;
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dynamicval<eGeometry> g(geometry, gCubeTiling);
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check_cgi();
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cgi.require_shapes();
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auto cube = [&] (ld x, ld y, ld z, color_t wal, ld s = 1) {
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for(int i=0; i<6; i++) {
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auto& p = cgi.shWall3D[i];
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for(int j=p.s; j<p.e; j++) {
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hyperpoint h = cgi.hpc[j];
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h[0] *= s;
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h[1] *= s;
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h[2] *= s;
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h[0] += x-3.5;
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h[1] += y-3.5;
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h[2] += z-3.5;
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h *= exp(lv * log(4));
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h[3] = 1;
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curvepoint(h);
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}
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auto& c = queuecurve(V, 0, wal, PPR::WALL);
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c.flags |= POLY_TRIANGLES;
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c.tinf = &floor_texture_vertices[cgi.shStarFloor.id];
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ensure_vertex_number(*c.tinf, c.cnt);
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c.offset_texture = p.texture_offset;
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}
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};
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for(int x=0; x<=7; x++)
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for(int y=0; y<=7; y++)
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cube(x, y, 0, 0x103010FF);
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for(int z=1; z<=2; z++)
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cube(3.5, 3.5, z, 0xC0C0C0FF);
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cube(5, 1, 1, 0x202080FF);
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cube(5, 1, 2, 0x202060FF);
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cube(5, 1, 2.75, 0x202080FF, 0.5);
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cube(5, 1, 3.5, 0xC0C020FF);
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cube(2, 6, 1, 0x802080FF);
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cube(2, 6, 2, 0x602060FF);
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cube(2, 6, 2.75, 0x802080FF, 0.5);
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cube(2, 6, 3.5, 0xC0C020FF);
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for(int x: {0, 7}) for(int y: {0, 7})
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for(int z=1; z<=5; z++)
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cube(x, y, z, 0xFFD500FF);
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for(int x=0; x<=7; x++)
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for(int y=0; y<=7; y++)
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cube(x, y, 6 + min(min(x,7-x), min(y, 7-y)), 0x703030FF);
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}
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check_cgi();
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return false;
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}
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void enable() {
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rogueviz::rv_hook(hooks_drawcell, 100, draw_recursive_house_at);
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if(geometry == gCubeTiling)
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rogueviz::rv_hook(anims::hooks_anim, 100, [] {
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ld t = ticks * 1. / anims::period;
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t = frac(t);
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hyperpoint at = point31(1, 0.5, 0.3);
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hyperpoint fwd = point31(0, 0, 0);
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hyperpoint up = point31(1, 0.5, 1);
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for(auto p: {&at, &fwd, &up})
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for(int i: {0,1,2})
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(*p)[i] *= exp(-t * log(4));
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set_view(at, fwd, up);
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sightranges[geometry] = exp(-t * log(4)) * 200;
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vid.cells_drawn_limit = 50;
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centerover = currentmap->gamestart();
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anims::moved();
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});
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}
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auto house_hook = arg::add3("-recursive-house", enable);
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}}
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