mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-18 19:24:48 +00:00
111 lines
2.9 KiB
C++
111 lines
2.9 KiB
C++
#include "rogueviz.h"
|
|
|
|
namespace hr {
|
|
|
|
namespace recursive_house {
|
|
|
|
// log(2) / vid.plevel_factor == 1.78379
|
|
// 0.38858115616745542
|
|
|
|
// commandline for Euclidean animation:
|
|
// rogueviz -canvas 0 -geo beti -recursive-house -noplayer
|
|
|
|
// commandline for S2xE
|
|
// rogueviz -geo 2 -7 -product -prodperiod 1 -canvas 0 -lands 6 -recursive-house -noplayer plevel_factor=0.38858*2
|
|
|
|
// (warning: it is quite slow)
|
|
|
|
bool draw_recursive_house_at(cell *c, const shiftmatrix& V) {
|
|
if(c != currentmap->gamestart()) return false;
|
|
for(int lv=-10; lv<=10; lv++) {
|
|
if(!euclid && lv) continue;
|
|
dynamicval<eGeometry> g(geometry, gCubeTiling);
|
|
check_cgi();
|
|
cgi.require_shapes();
|
|
|
|
auto cube = [&] (ld x, ld y, ld z, color_t wal, ld s = 1) {
|
|
for(int i=0; i<6; i++) {
|
|
auto& p = cgi.shWall3D[i];
|
|
for(int j=p.s; j<p.e; j++) {
|
|
hyperpoint h = cgi.hpc[j];
|
|
h[0] *= s;
|
|
h[1] *= s;
|
|
h[2] *= s;
|
|
h[0] += x-3.5;
|
|
h[1] += y-3.5;
|
|
h[2] += z-3.5;
|
|
h *= exp(lv * log(4));
|
|
h[3] = 1;
|
|
curvepoint(h);
|
|
}
|
|
auto& c = queuecurve(V, 0, wal, PPR::WALL);
|
|
c.flags |= POLY_TRIANGLES;
|
|
c.tinf = &floor_texture_vertices[cgi.shStarFloor.id];
|
|
ensure_vertex_number(*c.tinf, c.cnt);
|
|
c.offset_texture = p.texture_offset;
|
|
}
|
|
};
|
|
|
|
for(int x=0; x<=7; x++)
|
|
for(int y=0; y<=7; y++)
|
|
cube(x, y, 0, 0x103010FF);
|
|
|
|
for(int z=1; z<=2; z++)
|
|
cube(3.5, 3.5, z, 0xC0C0C0FF);
|
|
|
|
cube(5, 1, 1, 0x202080FF);
|
|
cube(5, 1, 2, 0x202060FF);
|
|
cube(5, 1, 2.75, 0x202080FF, 0.5);
|
|
cube(5, 1, 3.5, 0xC0C020FF);
|
|
|
|
cube(2, 6, 1, 0x802080FF);
|
|
cube(2, 6, 2, 0x602060FF);
|
|
cube(2, 6, 2.75, 0x802080FF, 0.5);
|
|
cube(2, 6, 3.5, 0xC0C020FF);
|
|
|
|
for(int x: {0, 7}) for(int y: {0, 7})
|
|
for(int z=1; z<=5; z++)
|
|
cube(x, y, z, 0xFFD500FF);
|
|
|
|
for(int x=0; x<=7; x++)
|
|
for(int y=0; y<=7; y++)
|
|
cube(x, y, 6 + min(min(x,7-x), min(y, 7-y)), 0x703030FF);
|
|
|
|
}
|
|
check_cgi();
|
|
|
|
return false;
|
|
}
|
|
|
|
void enable() {
|
|
rogueviz::rv_hook(hooks_drawcell, 100, draw_recursive_house_at);
|
|
|
|
if(geometry == gCubeTiling)
|
|
rogueviz::rv_hook(anims::hooks_anim, 100, [] {
|
|
|
|
ld t = ticks * 1. / anims::period;
|
|
t = frac(t);
|
|
|
|
hyperpoint at = point31(1, 0.5, 0.3);
|
|
hyperpoint fwd = point31(0, 0, 0);
|
|
hyperpoint up = point31(1, 0.5, 1);
|
|
|
|
for(auto p: {&at, &fwd, &up})
|
|
for(int i: {0,1,2})
|
|
(*p)[i] *= exp(-t * log(4));
|
|
|
|
set_view(at, fwd, up);
|
|
|
|
sightranges[geometry] = exp(-t * log(4)) * 200;
|
|
vid.cells_drawn_limit = 50;
|
|
|
|
centerover = currentmap->gamestart();
|
|
|
|
anims::moved();
|
|
});
|
|
}
|
|
|
|
auto house_hook = arg::add3("-recursive-house", enable);
|
|
|
|
}}
|