More graphical finesse: own beds per creature, animated room furniture, treasure chests, elaborate core and portals, worn floors
- props.rs: furniture drawn near the camera every frame
- beds built by each creature on arrival, matching its kind (straw, web, starry cushion,
fur pile, chain bunk, ember cushion, rock hollow, camp bed); gone when the owner is
- training: spinning dummies, weapon racks, wobbling targets; torture: turning wheel,
iron maiden, brazier with glowing coals; temple: altar with candles and fire bowl,
candle stands; library: book shelves, lecterns with floating books while studying
- treasure chests in the treasury, closed when empty, filled with their treasure otherwise
- Soul core: stepped obsidian pedestal, four spikes with energy threads, circling runes,
unsteady pulse when hurt
- Portals: circle of standing stones with runes, column of light and rising sparks
- Floors: cracked, chipped and shattered stones, grit and crack decals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Room furniture and creature beds, drawn every frame near the camera so they can move:
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// training dummies spin while in use, torture wheels turn, candles and braziers flicker,
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// books float above the lecterns. Every creature builds its own bed in the lair (a web for
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// the spider, a fur pile for the ogre, ...); it disappears with its owner.
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// Solid parts are drawn with the default material (flat colours), glowing parts in the glow pass.
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use crate::game::*;
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use crate::map::*;
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use crate::render3d::{disc, line3, Cam};
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use macroquad::prelude::*;
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use std::collections::{HashMap, HashSet};
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fn hash(x: i32, y: i32, s: u32) -> u32 {
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let mut h = (x as u32).wrapping_mul(374761393) ^ (y as u32).wrapping_mul(668265263) ^ s.wrapping_mul(2246822519);
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h = (h ^ (h >> 13)).wrapping_mul(1274126177);
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h ^ (h >> 16)
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}
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fn rgb(r: u8, g: u8, b: u8, light: f32) -> Color {
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Color::new(r as f32 / 255.0 * light, g as f32 / 255.0 * light, b as f32 / 255.0 * light, 1.0)
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}
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fn cube(p: Vec3, s: Vec3, c: Color) {
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draw_cube(p, s, None, c);
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}
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// what is going on in the rooms this frame
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struct Use {
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busy: HashSet<usize>, // tiles where a creature trains, studies or prays
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tortured: HashSet<usize>, // torture tiles with a prisoner on them
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beds: HashMap<u32, EK>, // bed owner (entity id + 1) -> kind
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}
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fn usage(g: &Game) -> Use {
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let mut u = Use { busy: HashSet::new(), tortured: HashSet::new(), beds: HashMap::new() };
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for e in &g.ents {
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if !e.alive {
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continue;
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}
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match e.job {
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Job::Train(t) | Job::Study(t) | Job::Pray(t) if e.working || e.path.is_empty() => {
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u.busy.insert(t);
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}
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_ => {}
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}
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if e.captive == 3 {
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u.tortured.insert(e.tile());
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}
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if !e.hero || e.captive == 0 {
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u.beds.insert(e.id + 1, e.kind);
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}
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}
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u
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}
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// tiles around the camera (the view is a rotated rectangle; a square around it is enough)
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fn visible(cam: &Cam) -> (i32, i32, i32, i32) {
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let r = (cam.zoom * 1.1) as i32 + 2;
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let (cx, cz) = (cam.tx as i32, cam.tz as i32);
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((cx - r).max(0), (cz - r).max(0), (cx + r).min(mw() as i32 - 1), (cz + r).min(mh() as i32 - 1))
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}
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fn light_of(t: &Tile) -> f32 {
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if t.owner == Owner::Player {
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0.85
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} else {
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0.55
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}
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}
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pub fn draw_props_solid(g: &Game, cam: &Cam, t: f32) {
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let u = usage(g);
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let (x0, z0, x1, z1) = visible(cam);
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for z in z0..=z1 {
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for x in x0..=x1 {
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let i = idx(x, z);
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let tile = &g.map.t[i];
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let l = light_of(tile);
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let c = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
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let h = hash(x, z, 77);
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match tile.kind {
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Kind::Lair if tile.bed != 0 => {
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if let Some(&kind) = u.beds.get(&tile.bed) {
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bed(kind, c, h, l, t);
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}
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}
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Kind::Treasury if chest_tile(x, z) => chest(c, h, l, tile.gold as f32 / TREASURY_TILE, tile.res),
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Kind::Training if (x + z) % 2 == 0 => training(c, h, l, t, u.busy.contains(&i) || u.busy.iter().any(|&b| adj8(b, i))),
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Kind::Torture if (x + z) % 2 == 1 => torture(c, h, l, t, u.tortured.contains(&i) || u.tortured.iter().any(|&b| adj8(b, i))),
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Kind::Temple if x % 3 == 1 && z % 3 == 1 => temple(c, h, l),
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Kind::Temple if (x + z) % 2 == 0 && h % 3 == 0 => candle_stand(c + vec3(((h >> 4) % 5) as f32 * 0.1 - 0.2, 0.0, ((h >> 8) % 5) as f32 * 0.1 - 0.2), l),
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Kind::Library if z % 2 == 0 => shelf(c, h, l),
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Kind::Library if h % 3 == 0 => lectern(c, l),
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_ => {}
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}
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}
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}
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}
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pub fn draw_props_glow(g: &Game, cam: &Cam, t: f32) {
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let u = usage(g);
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let (x0, z0, x1, z1) = visible(cam);
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for z in z0..=z1 {
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for x in x0..=x1 {
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let i = idx(x, z);
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let tile = &g.map.t[i];
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let c = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
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let h = hash(x, z, 77);
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let k = (x * 13 + z * 7) as f32;
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match tile.kind {
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Kind::Torture if (x + z) % 2 == 1 && h % 3 == 2 => {
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// brazier coals
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for n in 0..4 {
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let a = n as f32 * 1.6 + k;
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let f = 0.7 + 0.3 * (t * 7.0 + a).sin();
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draw_sphere(c + vec3(a.cos() * 0.1, 0.55 + 0.03 * f, a.sin() * 0.1), 0.06 * f, None, Color::new(1.0, 0.35 + 0.2 * f, 0.05, 0.95));
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}
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draw_sphere(c + vec3(0.0, 0.62, 0.0), 0.16, None, Color::new(1.0, 0.4, 0.1, 0.25));
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}
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Kind::Temple if x % 3 == 1 && z % 3 == 1 => {
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// candles on the altar and the eternal flame
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for n in [-0.32f32, 0.32] {
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flame(c + vec3(n, 0.68, -0.18), t, k + n);
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}
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let f = 1.0 + 0.15 * (t * 5.0 + k).sin();
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draw_sphere(c + vec3(0.0, 0.62, 0.15), 0.1 * f, None, Color::new(1.0, 0.45, 0.1, 0.9));
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draw_sphere(c + vec3(0.0, 0.66, 0.15), 0.2 * f, None, Color::new(1.0, 0.3, 0.05, 0.2));
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}
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Kind::Temple if (x + z) % 2 == 0 && h % 3 == 0 => {
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let off = vec3(((h >> 4) % 5) as f32 * 0.1 - 0.2, 0.0, ((h >> 8) % 5) as f32 * 0.1 - 0.2);
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flame(c + off + vec3(0.0, 0.52, 0.0), t, k);
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}
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Kind::Library if z % 2 != 0 && h % 3 == 0 => {
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// books floating above the lectern while someone studies, otherwise resting
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let busy = u.busy.contains(&i) || u.busy.iter().any(|&b| adj8(b, i));
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let n = if busy { 3 } else { 1 };
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for b in 0..n {
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let a = t * 0.9 + b as f32 * 2.1 + k;
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let y = 0.85 + (t * 1.7 + b as f32).sin() * 0.06 + b as f32 * 0.1;
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let r = if busy { 0.32 } else { 0.0 };
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let col = [Color::new(0.9, 0.3, 0.3, 1.0), Color::new(0.3, 0.5, 0.95, 1.0), Color::new(0.4, 0.85, 0.4, 1.0)][b % 3];
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draw_cube(c + vec3(a.cos() * r, y, a.sin() * r), vec3(0.14, 0.04, 0.1), None, col);
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if busy {
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draw_sphere(c + vec3(a.cos() * r, y, a.sin() * r), 0.09, None, Color::new(0.7, 0.6, 1.0, 0.2));
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}
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}
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}
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Kind::Lair if tile.bed != 0 => {
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// the flame priestess sleeps on embers
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if let Some(EK::Priestess) = u.beds.get(&tile.bed) {
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for n in 0..3 {
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let a = n as f32 * 2.1 + k;
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let f = 0.6 + 0.4 * (t * 4.0 + a).sin();
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draw_sphere(c + vec3(a.cos() * 0.22, 0.06, a.sin() * 0.22), 0.05 * f, None, Color::new(1.0, 0.45, 0.1, 0.9));
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}
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}
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}
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_ => {}
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}
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}
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}
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}
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// treasury tiles with a chest (instead of a heap)
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pub fn chest_tile(x: i32, z: i32) -> bool {
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(x * 7 + z * 13).rem_euclid(3) == 0
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}
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// a chest: closed when empty, open and filled up to its content otherwise
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fn chest(c: Vec3, h: u32, l: f32, fill: f32, res: u8) {
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// quarter turns only: positions are rotated, box sizes swap width and depth
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let q = h % 4;
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let rot = q as f32 * std::f32::consts::FRAC_PI_2;
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let (ca, sa) = (rot.cos(), rot.sin());
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let at = |dx: f32, dz: f32, y: f32| c + vec3(dx * ca - dz * sa, y, dx * sa + dz * ca);
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let cube = |p: Vec3, s: Vec3, col: Color| cube(p, if q % 2 == 1 { vec3(s.z, s.y, s.x) } else { s }, col);
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let wood = rgb(110, 70, 36, l);
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let band = rgb(170, 140, 70, l);
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cube(at(0.0, 0.0, 0.16), vec3(0.56, 0.32, 0.4), wood);
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cube(at(0.0, 0.0, 0.16), vec3(0.58, 0.05, 0.42), band);
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cube(at(0.0, 0.21, 0.18), vec3(0.08, 0.1, 0.02), band);
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let fill = fill.clamp(0.0, 1.0);
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if fill < 0.02 {
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cube(at(0.0, 0.0, 0.36), vec3(0.58, 0.08, 0.42), wood);
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return;
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}
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// open lid leaning back
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cube(at(0.0, -0.24, 0.5), vec3(0.58, 0.32, 0.06), wood);
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// content: the treasure kind decides the colour, the amount the height (heaped when full)
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let col = match res {
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1 => rgb(205, 210, 225, 1.0),
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2 => rgb(220, 40, 70, 1.0),
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3 => rgb(180, 235, 255, 1.0),
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_ => rgb(240, 196, 60, 1.0),
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};
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let top = 0.06 + fill * 0.26;
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cube(at(0.0, 0.0, top * 0.5 + 0.02), vec3(0.5, top, 0.34), col);
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if fill > 0.7 {
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cube(at(0.05, 0.02, top + 0.05), vec3(0.3, 0.08, 0.22), col);
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for n in 0..3 {
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let (dx, dz) = (((h >> (n * 3)) % 5) as f32 * 0.08 - 0.16, ((h >> (n * 2)) % 3) as f32 * 0.06 - 0.06);
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cube(at(dx, dz, top + 0.1), vec3(0.06, 0.03, 0.06), rgb(255, 240, 180, 1.0));
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}
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}
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}
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fn adj8(a: usize, b: usize) -> bool {
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let (ax, ay) = xy(a);
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let (bx, by) = xy(b);
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(ax - bx).abs() <= 1 && (ay - by).abs() <= 1
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}
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fn flame(p: Vec3, t: f32, k: f32) {
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let f = 1.0 + 0.2 * (t * 11.0 + k).sin() + 0.1 * (t * 23.0 + k * 3.0).sin();
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draw_sphere(p, 0.035 * f, None, Color::new(1.0, 0.85, 0.4, 1.0));
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draw_sphere(p + vec3(0.0, 0.03, 0.0), 0.06 * f, None, Color::new(1.0, 0.5, 0.1, 0.35));
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}
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// ---------------------------------------------------------------- beds
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fn bed(kind: EK, c: Vec3, h: u32, l: f32, t: f32) {
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let rot = (h % 4) as f32 * 0.4 - 0.6;
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let (ca, sa) = (rot.cos(), rot.sin());
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let at = |dx: f32, dz: f32, y: f32| c + vec3(dx * ca - dz * sa, y, dx * sa + dz * ca);
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match kind {
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EK::Kobold => {
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// straw pile
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for n in 0..7 {
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let (dx, dz) = (((h >> (n * 3)) % 7) as f32 * 0.08 - 0.24, ((h >> (n * 2 + 1)) % 7) as f32 * 0.08 - 0.24);
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cube(at(dx, dz, 0.04), vec3(0.28, 0.06, 0.12), rgb(200, 170, 70, l * (0.85 + (n % 3) as f32 * 0.08)));
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}
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}
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EK::Spider => {
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// a web spanned flat over the floor and up to an imaginary corner
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let wc = Color::new(0.85 * l + 0.1, 0.85 * l + 0.1, 0.9 * l + 0.1, 0.9);
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let centre = c + vec3(0.0, 0.05, 0.0);
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for n in 0..8 {
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let a = n as f32 * std::f32::consts::FRAC_PI_4 + rot;
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line3(centre, centre + vec3(a.cos() * 0.45, 0.0, a.sin() * 0.45), 0.015, wc);
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}
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for ring in 1..=3 {
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let r = ring as f32 * 0.14;
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for n in 0..8 {
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let a0 = n as f32 * std::f32::consts::FRAC_PI_4 + rot;
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let a1 = a0 + std::f32::consts::FRAC_PI_4;
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line3(centre + vec3(a0.cos() * r, 0.0, a0.sin() * r), centre + vec3(a1.cos() * r, 0.0, a1.sin() * r), 0.012, wc);
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}
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}
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// a few strands going up
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for n in 0..3 {
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let a = n as f32 * 2.1 + rot;
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line3(centre + vec3(a.cos() * 0.4, 0.0, a.sin() * 0.4), centre + vec3(a.cos() * 0.15, 0.6, a.sin() * 0.15), 0.012, wc);
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}
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}
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EK::Mage => {
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// cushion with a starry blanket
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cube(at(0.0, 0.0, 0.06), vec3(0.62, 0.12, 0.5), rgb(70, 50, 120, l));
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cube(at(0.0, 0.08, 0.13), vec3(0.6, 0.03, 0.34), rgb(40, 30, 90, l));
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for n in 0..4 {
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let (dx, dz) = (((h >> (n * 4)) % 5) as f32 * 0.1 - 0.2, ((h >> (n * 4 + 2)) % 3) as f32 * 0.1 - 0.0);
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cube(at(dx, dz, 0.15), vec3(0.04, 0.02, 0.04), rgb(240, 210, 90, 1.0));
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}
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cube(at(0.0, -0.18, 0.15), vec3(0.3, 0.08, 0.14), rgb(200, 190, 220, l));
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}
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EK::Ogre => {
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// heap of furs with a gnawed bone
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for n in 0..5 {
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let a = n as f32 * 1.3 + rot;
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cube(c + vec3(a.cos() * 0.15, 0.05 + (n % 2) as f32 * 0.04, a.sin() * 0.15), vec3(0.38, 0.1, 0.3), rgb(110 + (n * 12) as u8, 76, 44, l));
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}
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cube(at(0.32, 0.2, 0.06), vec3(0.24, 0.04, 0.05), rgb(230, 220, 200, l));
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}
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EK::Jailer => {
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// plank bunk with chains
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cube(at(0.0, 0.0, 0.12), vec3(0.72, 0.06, 0.4), rgb(90, 66, 44, l));
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for (dx, dz) in [(-0.3, -0.15), (0.3, -0.15), (-0.3, 0.15), (0.3, 0.15)] {
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cube(at(dx, dz, 0.05), vec3(0.06, 0.1, 0.06), rgb(70, 50, 34, l));
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}
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for n in 0..6 {
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cube(at(-0.3 + n as f32 * 0.12, 0.24, 0.03 + (n % 2) as f32 * 0.02), vec3(0.08, 0.03, 0.04), rgb(120, 120, 130, l));
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}
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}
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EK::Priestess => {
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// ember cushion (glowing coals in the glow pass)
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cube(at(0.0, 0.0, 0.05), vec3(0.6, 0.1, 0.48), rgb(150, 40, 30, l));
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cube(at(0.0, 0.0, 0.11), vec3(0.4, 0.03, 0.3), rgb(220, 110, 40, l));
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}
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EK::Chainbreaker => {
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// a hollow of broken rocks and a burst chain
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for n in 0..7 {
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let a = n as f32 * 0.9 + rot;
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cube(c + vec3(a.cos() * 0.36, 0.08, a.sin() * 0.36), vec3(0.18, 0.16 + (n % 3) as f32 * 0.05, 0.18), rgb(90, 86, 92, l * (0.8 + (n % 2) as f32 * 0.2)));
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}
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for n in 0..3 {
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cube(at(-0.1 + n as f32 * 0.1, 0.05, 0.03), vec3(0.08, 0.03, 0.04), rgb(130, 130, 140, l));
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}
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}
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_ => {
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// defected heroes: a proper camp bed with a white sheet
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cube(at(0.0, 0.0, 0.14), vec3(0.42, 0.05, 0.78), rgb(120, 86, 52, l));
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cube(at(0.0, 0.05, 0.18), vec3(0.38, 0.04, 0.5), rgb(220, 220, 228, l));
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cube(at(0.0, -0.28, 0.2), vec3(0.3, 0.06, 0.14), rgb(240, 240, 245, l));
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for (dx, dz) in [(-0.18, -0.35), (0.18, -0.35), (-0.18, 0.35), (0.18, 0.35)] {
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cube(at(dx, dz, 0.06), vec3(0.05, 0.12, 0.05), rgb(100, 70, 44, l));
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}
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}
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}
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let _ = t;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- training hall
|
||||
|
||||
fn training(c: Vec3, h: u32, l: f32, t: f32, busy: bool) {
|
||||
match h % 3 {
|
||||
0 => {
|
||||
// spinning dummy: post, straw body, two arms
|
||||
let spin = if busy { t * 6.0 } else { (h % 7) as f32 };
|
||||
cube(c + vec3(0.0, 0.35, 0.0), vec3(0.08, 0.7, 0.08), rgb(100, 70, 44, l));
|
||||
cube(c + vec3(0.0, 0.5, 0.0), vec3(0.2, 0.28, 0.2), rgb(200, 170, 100, l));
|
||||
cube(c + vec3(0.0, 0.72, 0.0), vec3(0.14, 0.14, 0.14), rgb(210, 180, 120, l));
|
||||
let (ax, az) = (spin.cos() * 0.3, spin.sin() * 0.3);
|
||||
line3(c + vec3(-ax, 0.58, -az), c + vec3(ax, 0.58, az), 0.06, rgb(120, 84, 50, l));
|
||||
cube(c + vec3(0.0, 0.03, 0.0), vec3(0.34, 0.06, 0.34), rgb(80, 56, 36, l));
|
||||
}
|
||||
1 => {
|
||||
// weapon rack: frame with swords and an axe
|
||||
cube(c + vec3(-0.3, 0.3, 0.0), vec3(0.06, 0.6, 0.06), rgb(100, 70, 44, l));
|
||||
cube(c + vec3(0.3, 0.3, 0.0), vec3(0.06, 0.6, 0.06), rgb(100, 70, 44, l));
|
||||
cube(c + vec3(0.0, 0.56, 0.0), vec3(0.66, 0.05, 0.08), rgb(110, 78, 48, l));
|
||||
for n in 0..3 {
|
||||
let x = -0.15 + n as f32 * 0.15;
|
||||
cube(c + vec3(x, 0.3, 0.03), vec3(0.03, 0.46, 0.02), rgb(190, 195, 205, l));
|
||||
cube(c + vec3(x, 0.12, 0.03), vec3(0.1, 0.02, 0.03), rgb(110, 80, 40, l));
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
// target board on a stand, wobbling when hit
|
||||
let wob = if busy { (t * 14.0).sin() * 0.05 } else { 0.0 };
|
||||
cube(c + vec3(0.0, 0.25, 0.1), vec3(0.06, 0.5, 0.06), rgb(100, 70, 44, l));
|
||||
let p = c + vec3(wob, 0.55, 0.0);
|
||||
for (k, (s, col)) in [(0.5, rgb(230, 225, 210, l)), (0.36, rgb(200, 40, 40, l)), (0.22, rgb(230, 225, 210, l)), (0.1, rgb(200, 40, 40, l))].iter().enumerate() {
|
||||
cube(p - vec3(0.0, 0.0, k as f32 * 0.01), vec3(*s, *s, 0.04), *col);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- torture chamber
|
||||
|
||||
fn torture(c: Vec3, h: u32, l: f32, t: f32, busy: bool) {
|
||||
match h % 3 {
|
||||
0 => {
|
||||
// the wheel turns while a prisoner is on it
|
||||
let a0 = if busy { t * 1.5 } else { 0.3 };
|
||||
let hub = c + vec3(0.0, 0.5, 0.0);
|
||||
cube(c + vec3(-0.28, 0.25, 0.0), vec3(0.06, 0.5, 0.06), rgb(80, 56, 36, l));
|
||||
cube(c + vec3(0.28, 0.25, 0.0), vec3(0.06, 0.5, 0.06), rgb(80, 56, 36, l));
|
||||
let col = rgb(120, 84, 50, l);
|
||||
for n in 0..8 {
|
||||
let a = a0 + n as f32 * std::f32::consts::FRAC_PI_4;
|
||||
let b = a + std::f32::consts::FRAC_PI_4;
|
||||
let p = |a: f32| hub + vec3(0.0, a.sin() * 0.36, a.cos() * 0.36);
|
||||
line3(hub, p(a), 0.03, col);
|
||||
line3(p(a), p(b), 0.05, col);
|
||||
}
|
||||
cube(hub, vec3(0.62, 0.06, 0.06), rgb(90, 90, 100, l));
|
||||
}
|
||||
1 => {
|
||||
// iron maiden, slightly open
|
||||
cube(c + vec3(0.0, 0.42, 0.06), vec3(0.4, 0.84, 0.2), rgb(70, 70, 80, l));
|
||||
cube(c + vec3(0.0, 0.78, 0.06), vec3(0.3, 0.12, 0.2), rgb(90, 90, 100, l));
|
||||
cube(c + vec3(-0.12, 0.42, -0.14), vec3(0.18, 0.8, 0.04), rgb(80, 80, 92, l));
|
||||
for n in 0..4 {
|
||||
cube(c + vec3(0.08, 0.2 + n as f32 * 0.16, -0.06), vec3(0.03, 0.03, 0.12), rgb(170, 170, 180, l));
|
||||
}
|
||||
cube(c + vec3(0.0, 0.5, 0.17), vec3(0.08, 0.08, 0.02), rgb(160, 40, 40, l));
|
||||
}
|
||||
_ => {
|
||||
// brazier on three legs with pokers (the coals glow in the glow pass)
|
||||
for n in 0..3 {
|
||||
let a = n as f32 * 2.094;
|
||||
line3(c + vec3(a.cos() * 0.2, 0.0, a.sin() * 0.2), c + vec3(a.cos() * 0.08, 0.45, a.sin() * 0.08), 0.03, rgb(60, 60, 66, l));
|
||||
}
|
||||
cube(c + vec3(0.0, 0.5, 0.0), vec3(0.32, 0.08, 0.32), rgb(50, 46, 46, l));
|
||||
line3(c + vec3(0.05, 0.52, 0.0), c + vec3(0.3, 0.8, 0.1), 0.02, rgb(120, 120, 130, l));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- temple
|
||||
|
||||
fn temple(c: Vec3, h: u32, l: f32) {
|
||||
// altar: stone block, red cloth, two candles (flames in the glow pass), a fire bowl behind
|
||||
cube(c + vec3(0.0, 0.22, -0.1), vec3(0.9, 0.44, 0.42), rgb(70, 56, 72, l));
|
||||
cube(c + vec3(0.0, 0.45, -0.1), vec3(0.94, 0.04, 0.46), rgb(90, 74, 92, l));
|
||||
cube(c + vec3(0.0, 0.3, 0.12), vec3(0.4, 0.3, 0.02), rgb(160, 40, 40, l));
|
||||
cube(c + vec3(0.0, 0.3, 0.13), vec3(0.08, 0.08, 0.01), rgb(230, 190, 80, 1.0));
|
||||
for n in [-0.32f32, 0.32] {
|
||||
cube(c + vec3(n, 0.56, -0.18), vec3(0.05, 0.18, 0.05), rgb(230, 220, 200, l));
|
||||
}
|
||||
cube(c + vec3(0.0, 0.3, 0.15), vec3(0.1, 0.6, 0.1), rgb(60, 50, 62, l));
|
||||
cube(c + vec3(0.0, 0.58, 0.15), vec3(0.24, 0.06, 0.24), rgb(90, 70, 40, l));
|
||||
let _ = h;
|
||||
}
|
||||
|
||||
fn candle_stand(c: Vec3, l: f32) {
|
||||
cube(c + vec3(0.0, 0.2, 0.0), vec3(0.04, 0.4, 0.04), rgb(150, 120, 60, l));
|
||||
cube(c + vec3(0.0, 0.02, 0.0), vec3(0.14, 0.04, 0.14), rgb(150, 120, 60, l));
|
||||
cube(c + vec3(0.0, 0.45, 0.0), vec3(0.05, 0.1, 0.05), rgb(230, 220, 200, l));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- library
|
||||
|
||||
fn shelf(c: Vec3, h: u32, l: f32) {
|
||||
cube(c + vec3(0.0, 0.45, 0.0), vec3(0.86, 0.9, 0.3), rgb(70, 44, 28, l));
|
||||
let colors = [(150, 40, 40), (40, 80, 140), (60, 120, 60), (160, 130, 50), (100, 60, 120), (180, 170, 150)];
|
||||
for row in 0..3 {
|
||||
let y = 0.18 + row as f32 * 0.28;
|
||||
cube(c + vec3(0.0, y - 0.1, 0.0), vec3(0.8, 0.03, 0.32), rgb(90, 60, 38, l));
|
||||
let mut x = -0.36;
|
||||
let mut n = 0;
|
||||
while x < 0.34 {
|
||||
let w = 0.05 + ((h >> ((n + row * 5) % 24)) % 3) as f32 * 0.02;
|
||||
let (r, gg, b) = colors[(hash(n, row, h) % 6) as usize];
|
||||
let ht = 0.16 + ((h >> (n % 20)) % 3) as f32 * 0.025;
|
||||
cube(c + vec3(x + w * 0.5, y - 0.08 + ht * 0.5, -0.02), vec3(w * 0.9, ht, 0.24), rgb(r, gg, b, l));
|
||||
x += w;
|
||||
n += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn lectern(c: Vec3, l: f32) {
|
||||
cube(c + vec3(0.0, 0.3, 0.0), vec3(0.1, 0.6, 0.1), rgb(90, 60, 38, l));
|
||||
cube(c + vec3(0.0, 0.62, 0.0), vec3(0.42, 0.04, 0.3), rgb(110, 74, 46, l));
|
||||
cube(c + vec3(0.0, 0.66, 0.0), vec3(0.3, 0.02, 0.2), rgb(230, 222, 200, l));
|
||||
cube(c + vec3(0.0, 0.67, 0.0), vec3(0.01, 0.02, 0.2), rgb(120, 40, 40, l));
|
||||
disc(c + vec3(0.0, 0.01, 0.0), 0.25, Color::new(0.0, 0.0, 0.0, 0.25), 12);
|
||||
}
|
||||
Reference in new issue
Block a user