89 lines
4.0 KiB
Lua
89 lines
4.0 KiB
Lua
-- if this is too wasteful, one could check nerby tiles to see whether faces could be visible
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-- more robust solution would be to travel the level from observer point of view
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function render_dungeon(dungeon)
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for y = 1, dungeon.size.y do
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for x = 1, dungeon.size.x do
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if dungeon.grid[y][x].wall_texture ~= nil then
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draw_quad {
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texture = dungeon.grid[y][x].wall_texture,
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v3 = { x = x, y = 1, z = y },
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v2 = { x = x, y = 0, z = y },
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v1 = { x = x + 1, y = 0, z = y },
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v0 = { x = x + 1, y = 1, z = y },
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texture_region = { w = 128, h = 128 },
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}
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draw_quad {
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texture = dungeon.grid[y][x].wall_texture,
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v3 = { x = x + 1, y = 1, z = y },
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v2 = { x = x + 1, y = 0, z = y },
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v1 = { x = x + 1, y = 0, z = y + 1 },
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v0 = { x = x + 1, y = 1, z = y + 1 },
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texture_region = { w = 128, h = 128 },
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}
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draw_quad {
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texture = dungeon.grid[y][x].wall_texture,
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v3 = { x = x + 1, y = 1, z = y + 1 },
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v2 = { x = x + 1, y = 0, z = y + 1 },
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v1 = { x = x, y = 0, z = y + 1 },
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v0 = { x = x, y = 1, z = y + 1 },
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texture_region = { w = 128, h = 128 },
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}
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draw_quad {
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texture = dungeon.grid[y][x].wall_texture,
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v3 = { x = x, y = 1, z = y + 1 },
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v2 = { x = x, y = 0, z = y + 1 },
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v1 = { x = x, y = 0, z = y },
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v0 = { x = x, y = 1, z = y },
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texture_region = { w = 128, h = 128 },
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}
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elseif dungeon.grid[y][x].tile_texture ~= nil then
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draw_quad {
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texture = dungeon.grid[y][x].tile_texture,
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v0 = { x = x + 1, y = 0, z = y },
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v1 = { x = x, y = 0, z = y },
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v2 = { x = x, y = 0, z = y + 1 },
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v3 = { x = x + 1, y = 0, z = y + 1},
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texture_region = { w = 128, h = 128 },
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}
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draw_quad {
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texture = dungeon.grid[y][x].tile_texture,
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v3 = { x = x + 1, y = 1, z = y },
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v2 = { x = x, y = 1, z = y },
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v1 = { x = x, y = 1, z = y + 1 },
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v0 = { x = x + 1, y = 1, z = y + 1},
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texture_region = { w = 128, h = 128 },
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}
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end
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if dungeon.grid[y][x].face_texture ~= nil then
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if dungeon.grid[y][x].face == "horizon" then
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draw_quad {
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texture = dungeon.grid[y][x].face_texture,
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v3 = { x = x + 1, y = 1, z = y },
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v2 = { x = x + 1, y = 0, z = y },
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v1 = { x = x + 1, y = 0, z = y + 1 },
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v0 = { x = x + 1, y = 1, z = y + 1 },
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texture_region = { w = 64, h = 64 },
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}
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draw_quad {
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texture = dungeon.grid[y][x].face_texture,
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v3 = { x = x, y = 1, z = y + 1 },
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v2 = { x = x, y = 0, z = y + 1 },
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v1 = { x = x, y = 0, z = y },
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v0 = { x = x, y = 1, z = y },
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texture_region = { w = 64, h = 64 },
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}
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elseif dungeon.grid[y][x].face == "observer" then
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draw_billboard {
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texture = dungeon.grid[y][x].face_texture,
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position = { x = x + 0.5, y = 0.5, z = y + 0.5 },
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size = { x = 0.5, y = 0.5 },
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}
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end
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end
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end
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end
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end
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