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hyperrogue/rogueviz/recursive-house.cpp
2021-08-24 12:20:13 +02:00

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);
}}