Так, подчищено всякое барахло

This commit is contained in:
Igor Timofeev 2017-03-18 17:31:47 +03:00
parent c8a01a8aca
commit 8be2fdf249
5 changed files with 69 additions and 417 deletions

View File

@ -3,22 +3,19 @@
-- package.loaded["GUI"] = nil
-- package.loaded["doubleBuffering"] = nil
package.loaded["vector"] = nil
package.loaded["matrix"] = nil
package.loaded["OpenComputersGL/Main"] = nil
package.loaded["OpenComputersGL/Materials"] = nil
package.loaded["OpenComputersGL/Renderer"] = nil
package.loaded["PolyCatEngine/Main"] = nil
-- package.loaded["vector"] = nil
-- package.loaded["OpenComputersGL/Main"] = nil
-- package.loaded["OpenComputersGL/Materials"] = nil
-- package.loaded["OpenComputersGL/Renderer"] = nil
-- package.loaded["PolyCatEngine/Main"] = nil
local colorlib = require("colorlib")
local ecs = require("ECSAPI")
local computer = require("computer")
local buffer = require("doubleBuffering")
local event = require("event")
local GUI = require("GUI")
local windows = require("windows")
local vector = require("vector")
local matrix = require("matrix")
local materials = require("OpenComputersGL/Materials")
local renderer = require("OpenComputersGL/Renderer")
local OCGL = require("OpenComputersGL/Main")
@ -47,24 +44,6 @@ local blockSize = 5
local rotationAngle = math.rad(5)
local translationOffset = 1
---------------------------------------------- Lighting test ----------------------------------------------
-- scene:addObject(polyCatEngine.newCube(vector.newVector3(0, 0, 0), 5, materials.newSolidMaterial(0xFF4444)))
-- scene:addObject(
-- polyCatEngine.newMesh(
-- vector.newVector3(0, 0, 0),
-- {
-- vector.newVector3(0, 0, 10),
-- vector.newVector3(10, 0, 10),
-- vector.newVector3(5, 0, 0),
-- },
-- {
-- OCGL.newIndexedTriangle(1, 2, 3)
-- },
-- materials.newSolidMaterial(0xFF4444)
-- )
-- )
---------------------------------------------- Voxel-world system ----------------------------------------------
local world = {{{}}}
@ -158,17 +137,24 @@ local function renderWorld()
end
end
-- setBlock(1, 1, 1, 0xFFFFFF)
-- Mode 1
local hue, hueStep = 0, 360 / 9
for i = -1, 1 do
for j = -1, 1 do
if not (i == 0 and j == 0) then
setBlock(i, 0, j, colorlib.HSBtoHEX(hue, 100, 100))
for z = -1, 1 do
for x = -1, 1 do
if not (x == 0 and z == 0) then
setBlock(x, 0, z, colorlib.HSBtoHEX(hue, 100, 100))
hue = hue + hueStep
end
end
end
-- -- Mode 2
-- for z = 1, 7 do
-- for x = -3, 3 do
-- setBlock(x, 0, z, 0xFFFFFF)
-- end
-- end
---------------------------------------------- Cat ----------------------------------------------
-- scene:addObject(polyCatEngine.newPolyCatMesh(vector.newVector3(0, 5, 0), 5))
@ -180,6 +166,18 @@ end
-- scene.camera:rotate(math.rad(90), 0, 0)
-- local texturedPlane = scene:addObject(polyCatEngine.newTexturedPlane(vector.newVector3(0, 0, 0), 20, 20, materials.newDebugTexture(16, 16, 40)))
---------------------------------------------- Wave ----------------------------------------------
-- local xCells, yCells = 4, 1
-- local plane = polyCatEngine.newPlane(vector.newVector3(0, 0, 0), 40, 15, xCells, yCells, materials.newSolidMaterial(0xFFFFFF))
-- plane.nextWave = function(mesh)
-- for xCell = 1, xCells do
-- for yCell = 1, yCells do
-- end
-- end
-- end
---------------------------------------------- Fractal field ----------------------------------------------
-- local function createField(vector3Position, xCellCount, yCellCount, cellSize)
@ -457,11 +455,11 @@ mainWindow.toolbar.backgroundColorSelector.onTouch = function()
end
mainWindow.toolbar:addLabel(2, elementY, elementWidth, 1, 0xEEEEEE, "RAM monitoring"):setAlignment(GUI.alignment.horizontal.center, GUI.alignment.vertical.top); elementY = elementY + 2
mainWindow.toolbar.RAMChart = mainWindow.toolbar:addChart(2, elementY, elementWidth, mainWindow.toolbar.height - elementY - 6, 0xEEEEEE, 0xAAAAAA, 0x555555, 0x66DB80, 0.35, 0.25, "s", "%", true, {}); elementY = elementY + mainWindow.toolbar.RAMChart.height + 1
mainWindow.toolbar.RAMChart = mainWindow.toolbar:addChart(2, elementY, elementWidth, mainWindow.toolbar.height - elementY - 3, 0xEEEEEE, 0xAAAAAA, 0x555555, 0x66DB80, 0.35, 0.25, "s", "%", true, {}); elementY = elementY + mainWindow.toolbar.RAMChart.height + 1
mainWindow.toolbar.RAMChart.roundValues = true
mainWindow.toolbar.RAMChart.showXAxisValues = false
-- mainWindow.toolbar.RAMChart.showXAxisValues = false
mainWindow.toolbar.RAMChart.counter = 1
mainWindow.toolbar.RAMProgressBar = mainWindow.toolbar:addProgressBar(2, elementY, elementWidth, 0x66DB80, 0x2D2D2D, 0xAAAAAA, 1, true, true, "", "%")
-- mainWindow.toolbar.RAMProgressBar = mainWindow.toolbar:addProgressBar(2, elementY, elementWidth, 0x66DB80, 0x2D2D2D, 0xAAAAAA, 1, true, true, "", "%")
mainWindow.toolbar:addButton(1, mainWindow.toolbar.height - 2, mainWindow.toolbar.width, 3, 0x2D2D2D, 0xEEEEEE, 0x444444, 0xEEEEEE, "Exit").onTouch = function()
mainWindow:close()
@ -475,8 +473,7 @@ end
mainWindow.onAnyEvent = function(e)
if not mainWindow.toolbar.isHidden then
local totalMemory = computer.totalMemory()
mainWindow.toolbar.RAMProgressBar.value = math.ceil((totalMemory - computer.freeMemory()) / totalMemory * 100)
table.insert(mainWindow.toolbar.RAMChart.values, {mainWindow.toolbar.RAMChart.counter, mainWindow.toolbar.RAMProgressBar.value})
table.insert(mainWindow.toolbar.RAMChart.values, {mainWindow.toolbar.RAMChart.counter, math.ceil((totalMemory - computer.freeMemory()) / totalMemory * 100)})
mainWindow.toolbar.RAMChart.counter = mainWindow.toolbar.RAMChart.counter + 1
if #mainWindow.toolbar.RAMChart.values > 20 then table.remove(mainWindow.toolbar.RAMChart.values, 1) end

View File

@ -3,7 +3,6 @@
local colorlib = require("colorlib")
local vector = require("vector")
local matrix = require("matrix")
local buffer = require("doubleBuffering")
local materials = require("OpenComputersGL/Materials")
local renderer = require("OpenComputersGL/Renderer")

View File

@ -1,355 +0,0 @@
-------------------------------------------------------- Libraries --------------------------------------------------------
local renderer = {
depthBuffer = {},
projectionSurface = {},
}
-------------------------------------------------------- Additional methods --------------------------------------------------------
function renderer.clearDepthBuffer()
for y = 1, renderer.projectionSurface.height do
renderer.depthBuffer[y] = {}
for x = 1, renderer.projectionSurface.width do
renderer.depthBuffer[y][x] = math.huge
end
end
end
function renderer.setProjectionSurface(x, y, z, x2, y2, z2)
renderer.projectionSurface = { x = x, y = y, z = z, x2 = x2, y2 = y2, z2 = z2 }
renderer.projectionSurface.width = x2 - x + 1
renderer.projectionSurface.height = y2 - y + 1
renderer.projectionSurface.depth = z2 - z + 1
renderer.depthBuffer = {}
renderer.clearDepthBuffer()
end
function renderer.getDepthBufferIndexByCoordinates(x, y)
return (y - 1) * renderer.projectionSurface.width + x
end
function renderer.setPixelUsingDepthBuffer(x, y, pixelDepthValue, pixelColor)
if x >= renderer.projectionSurface.x and y >= renderer.projectionSurface.y and x <= renderer.projectionSurface.x2 and y <= renderer.projectionSurface.y2 then
if pixelDepthValue < renderer.depthBuffer[y][x] then
renderer.depthBuffer[y][x] = pixelDepthValue
buffer.semiPixelRawSet(buffer.getBufferIndexByCoordinates(x, math.ceil(y / 2)), pixelColor, y % 2 == 0)
-- buffer.set(x, y, pixelColor, 0x0, " ")
end
end
end
function renderer.isVertexInViewRange(vector3Vertex)
return
vector3Vertex[1] >= renderer.projectionSurface.x and
vector3Vertex[1] <= renderer.projectionSurface.y and
vector3Vertex[2] >= renderer.projectionSurface.x2 and
vector3Vertex[2] <= renderer.projectionSurface.y2
end
-------------------------------------------------------- Line rendering --------------------------------------------------------
function renderer.renderLine(x1, y1, z1, x2, y2, z2, color)
local incycleValueFrom, incycleValueTo, outcycleValueFrom, outcycleValueTo, isReversed, incycleValueDelta, outcycleValueDelta = x1, x2, y1, y2, false, math.abs(x2 - x1), math.abs(y2 - y1)
if incycleValueDelta < outcycleValueDelta then
incycleValueFrom, incycleValueTo, outcycleValueFrom, outcycleValueTo, isReversed, incycleValueDelta, outcycleValueDelta = y1, y2, x1, x2, true, outcycleValueDelta, incycleValueDelta
end
if outcycleValueFrom > outcycleValueTo then
outcycleValueFrom, outcycleValueTo = outcycleValueTo, outcycleValueFrom
incycleValueFrom, incycleValueTo = incycleValueTo, incycleValueFrom
z1, z2 = z2, z1
end
local outcycleValue, outcycleValueCounter, outcycleValueTriggerIncrement = outcycleValueFrom, 1, incycleValueDelta / outcycleValueDelta
local outcycleValueTrigger = outcycleValueTriggerIncrement
local z, zStep = z1, (z2 - z1) / incycleValueDelta
for incycleValue = incycleValueFrom, incycleValueTo, incycleValueFrom < incycleValueTo and 1 or -1 do
if isReversed then
renderer.setPixelUsingDepthBuffer(outcycleValue, incycleValue, z, color)
else
renderer.setPixelUsingDepthBuffer(incycleValue, outcycleValue, z, color)
end
outcycleValueCounter, z = outcycleValueCounter + 1, z + zStep
if outcycleValueCounter > outcycleValueTrigger then
outcycleValue, outcycleValueTrigger = outcycleValue + 1, outcycleValueTrigger + outcycleValueTriggerIncrement
end
end
end
function renderer.renderDot(vector3Vertex, color)
renderer.setPixelUsingDepthBuffer(math.floor(vector3Vertex[1]), math.floor(vector3Vertex[2]), vector3Vertex[3], color)
end
-------------------------------------------------------- Triangles render --------------------------------------------------------
local function fillPart(x1, x2, z1, z2, y, color)
if x1 > x2 then
x1, x2 = x2, x1
z1, z2 = z2, z1
end
local z, zStep = z1, (z2 - z1) / (x2 - x1)
for i = x1, x2 do
-- buffer.semiPixelSet(i, y, color)
renderer.setPixelUsingDepthBuffer(i, y, z, color)
z = z + zStep
end
end
function renderer.renderFilledTriangle(points, color)
local topID, centerID, bottomID = 1, 2, 3
for i = 1, 3 do
if points[i][2] < points[topID][2] then topID = i end
if points[i][2] > points[bottomID][2] then bottomID = i end
end
for i = 1, 3 do
if i ~= topID and i ~= bottomID then centerID = i end
end
-- Рассчет дельт
local yFromTopToCenterDelta = points[centerID][2] - points[topID][2]
local yFromTopToBottomDelta = points[bottomID][2] - points[topID][2]
local yFromCenterToBottomDelta = points[bottomID][2] - points[centerID][2]
-- Если треугольник не имеет высоты, то на кой хуй нам его вообще рисовать?
if yFromTopToBottomDelta == 0 then return end
local xFromTopToBottom, xFromTopToBottomIncrement = points[topID][1], (points[bottomID][1] - points[topID][1]) / (yFromTopToBottomDelta)
local xFromTopToBottomModifyer = xFromTopToBottomIncrement >= 0 and 1 or -1
xFromTopToBottomIncrement = math.abs(xFromTopToBottomIncrement)
local xFromTopToBottomTrigger = xFromTopToBottomIncrement
local xFromTopToBottomCounter = 0
local zFromTopToBottom, zFromTopToBottomStep = points[topID][3], (points[bottomID][3] - points[topID][3]) / (yFromTopToBottomDelta)
-- Начало отрисовки верхнего йоба-куска
if yFromTopToCenterDelta ~= 0 then
local xFromTopToCenter, xFromTopToCenterIncrement = points[topID][1], (points[centerID][1] - points[topID][1]) / (yFromTopToCenterDelta)
local xFromTopToCenterModifyer = xFromTopToCenterIncrement >= 0 and 1 or -1
xFromTopToCenterIncrement = math.abs(xFromTopToCenterIncrement)
local xFromTopToCenterTrigger = xFromTopToCenterIncrement
local xFromTopToCenterCounter = 0
local zFromTopToCenter, zFromTopToCenterStep = points[topID][3], (points[centerID][3] - points[topID][3]) / (yFromTopToCenterDelta)
for y = points[topID][2], points[centerID][2] - 1 do
fillPart(xFromTopToCenter, xFromTopToBottom, zFromTopToCenter, zFromTopToBottom, y, color)
while xFromTopToCenterCounter < xFromTopToCenterTrigger do
xFromTopToCenter = xFromTopToCenter + xFromTopToCenterModifyer
xFromTopToCenterCounter = xFromTopToCenterCounter + 1
end
xFromTopToCenterTrigger = xFromTopToCenterTrigger + xFromTopToCenterIncrement
while xFromTopToBottomCounter < xFromTopToBottomTrigger do
xFromTopToBottom = xFromTopToBottom + xFromTopToBottomModifyer
xFromTopToBottomCounter = xFromTopToBottomCounter + 1
end
xFromTopToBottomTrigger = xFromTopToBottomTrigger + xFromTopToBottomIncrement
zFromTopToCenter = zFromTopToCenter + zFromTopToCenterStep
zFromTopToBottom = zFromTopToBottom + zFromTopToBottomStep
end
end
-- Начало отрисовки нижнего йоба-куска
if yFromCenterToBottomDelta ~= 0 then
local xFromCenterToBottom, xFromCenterToBottomIncrement = points[centerID][1], (points[bottomID][1] - points[centerID][1]) / (yFromCenterToBottomDelta)
local xFromCenterToBottomModifyer = xFromCenterToBottomIncrement >= 0 and 1 or -1
xFromCenterToBottomIncrement = math.abs(xFromCenterToBottomIncrement)
local xFromCenterToBottomTrigger = xFromCenterToBottomIncrement
local xFromCenterToBottomCounter = 0
local zFromCenterToBottom, zFromCenterToBottomStep = points[centerID][3], (points[bottomID][3] - points[centerID][3]) / (yFromCenterToBottomDelta)
for y = points[centerID][2], points[bottomID][2] do
fillPart(xFromCenterToBottom, xFromTopToBottom, zFromCenterToBottom, zFromTopToBottom, y, color)
while xFromCenterToBottomCounter < xFromCenterToBottomTrigger do
xFromCenterToBottom = xFromCenterToBottom + xFromCenterToBottomModifyer
xFromCenterToBottomCounter = xFromCenterToBottomCounter + 1
end
xFromCenterToBottomTrigger = xFromCenterToBottomTrigger + xFromCenterToBottomIncrement
while xFromTopToBottomCounter < xFromTopToBottomTrigger do
xFromTopToBottom = xFromTopToBottom + xFromTopToBottomModifyer
xFromTopToBottomCounter = xFromTopToBottomCounter + 1
end
xFromTopToBottomTrigger = xFromTopToBottomTrigger + xFromTopToBottomIncrement
zFromCenterToBottom = zFromCenterToBottom + zFromCenterToBottomStep
zFromTopToBottom = zFromTopToBottom + zFromTopToBottomStep
end
end
end
function renderer.renderTexturedTriangle(vertices, texture)
end
function renderer.renderTriangleObject(vector3Vertex1, vector3Vertex2, vector3Vertex3, renderMode, material)
if renderMode == OCGL.renderModes.material then
if material.type == OCGL.materialTypes.solid then
renderer.renderFilledTriangle(
{
OCGL.newVector3(math.floor(vector3Vertex1[1]), math.floor(vector3Vertex1[2]), vector3Vertex1[3]),
OCGL.newVector3(math.floor(vector3Vertex2[1]), math.floor(vector3Vertex2[2]), vector3Vertex2[3]),
OCGL.newVector3(math.floor(vector3Vertex3[1]), math.floor(vector3Vertex3[2]), vector3Vertex3[3])
},
material.color
)
else
error("Material type " .. tostring(material.type) .. " doesn't supported for rendering triangles")
end
elseif renderMode == OCGL.renderModes.wireframe then
renderer.renderLine(math.floor(vector3Vertex1[1]), math.floor(vector3Vertex1[2]), vector3Vertex1[3], math.floor(vector3Vertex2[1]), math.floor(vector3Vertex2[2]), vector3Vertex2[3], OCGL.colors.wireframe)
renderer.renderLine(math.floor(vector3Vertex2[1]), math.floor(vector3Vertex2[2]), vector3Vertex2[3], math.floor(vector3Vertex3[1]), math.floor(vector3Vertex3[2]), vector3Vertex3[3], OCGL.colors.wireframe)
renderer.renderLine(math.floor(vector3Vertex1[1]), math.floor(vector3Vertex1[2]), vector3Vertex1[3], math.floor(vector3Vertex3[1]), math.floor(vector3Vertex3[2]), vector3Vertex3[3], OCGL.colors.wireframe)
elseif renderMode == OCGL.renderModes.vertices then
renderer.renderDot(vector3Vertex1, OCGL.colors.wireframe)
renderer.renderDot(vector3Vertex2, OCGL.colors.wireframe)
renderer.renderDot(vector3Vertex3, OCGL.colors.wireframe)
else
error("Rendermode enum " .. tostring(renderMode) .. " doesn't supported for rendering triangles")
end
end
-------------------------------------------------------- Mesh render --------------------------------------------------------
function renderer.renderMesh(mesh, renderMode)
for triangleIndex = 1, #mesh.triangles do
-- if
-- renderer.isVertexInViewRange(mesh.verticesMatrix[mesh.triangles[triangleIndex][1]]) or
-- renderer.isVertexInViewRange(mesh.verticesMatrix[mesh.triangles[triangleIndex][2]]) or
-- renderer.isVertexInViewRange(mesh.verticesMatrix[mesh.triangles[triangleIndex][3]])
-- then
renderer.renderTriangleObject(
mesh.verticesMatrix[mesh.triangles[triangleIndex][1]],
mesh.verticesMatrix[mesh.triangles[triangleIndex][2]],
mesh.verticesMatrix[mesh.triangles[triangleIndex][3]],
renderMode,
mesh.triangles[triangleIndex].material or mesh.material
)
-- end
end
--Рендерим локальные оси
-- if mesh.showPivotPoint then
-- local scale = 30
-- renderer.renderLine(
-- mesh.pivotPoint.position,
-- OCGL.newVector3(mesh.pivotPoint.position[1] + mesh.pivotPoint.axis[1][1] * scale, mesh.pivotPoint.position[2] + mesh.pivotPoint.axis[1][2] * scale, mesh.pivotPoint.position[3] + mesh.pivotPoint.axis[1][3] * scale),
-- OCGL.colors.axis.x
-- )
-- renderer.renderLine(
-- mesh.pivotPoint.position,
-- OCGL.newVector3(mesh.pivotPoint.position[1] + mesh.pivotPoint.axis[2][1] * scale, mesh.pivotPoint.position[2] + mesh.pivotPoint.axis[2][2] * scale, mesh.pivotPoint.position[3] + mesh.pivotPoint.axis[2][3] * scale),
-- OCGL.colors.axis.y
-- )
-- renderer.renderLine(
-- mesh.pivotPoint.position,
-- OCGL.newVector3(mesh.pivotPoint.position[1] + mesh.pivotPoint.axis[3][1] * scale, mesh.pivotPoint.position[2] + mesh.pivotPoint.axis[3][2] * scale, mesh.pivotPoint.position[3] + mesh.pivotPoint.axis[3][3] * scale),
-- OCGL.colors.axis.z
-- )
-- end
return mesh
end
-------------------------------------------------------- Line object render --------------------------------------------------------
function renderer.renderLineObject(line, renderMode)
if renderMode == OCGL.renderModes.vertices then
renderer.renderDot(line.verticesMatrix[1], line.color)
renderer.renderDot(line.verticesMatrix[2], line.color)
else
renderer.renderLine(
math.floor(line.verticesMatrix[1][1]),
math.floor(line.verticesMatrix[1][2]),
line.verticesMatrix[1][3],
math.floor(line.verticesMatrix[2][1]),
math.floor(line.verticesMatrix[2][2]),
line.verticesMatrix[2][3],
line.color
)
-- else
-- error("Rendermode enum " .. tostring(renderMode) .. " doesn't supported for rendering lines")
end
end
-------------------------------------------------------- FPS counter overlay render --------------------------------------------------------
local function drawSegments(x, y, segments, color)
for i = 1, #segments do
if segments[i] == 1 then
buffer.semiPixelSquare(x, y, 3, 1, color)
elseif segments[i] == 2 then
buffer.semiPixelSquare(x + 2, y, 1, 3, color)
elseif segments[i] == 3 then
buffer.semiPixelSquare(x + 2, y + 2, 1, 3, color)
elseif segments[i] == 4 then
buffer.semiPixelSquare(x, y + 4, 3, 1, color)
elseif segments[i] == 5 then
buffer.semiPixelSquare(x, y + 2, 1, 3, color)
elseif segments[i] == 6 then
buffer.semiPixelSquare(x, y, 1, 3, color)
elseif segments[i] == 7 then
buffer.semiPixelSquare(x, y + 2, 3, 1, color)
else
error("Че за говно ты сюда напихал? Переделывай!")
end
end
end
-- 1
-- 6 2
-- 7
-- 5 3
-- 4
function renderer.renderFPSCounter(x, y, renderMethod, color)
local numbers = {
["0"] = { 1, 2, 3, 4, 5, 6 },
["1"] = { 2, 3 },
["2"] = { 1, 2, 4, 5, 7 },
["3"] = { 1, 2, 3, 4, 7 },
["4"] = { 2, 3, 6, 7 },
["5"] = { 1, 3, 4, 6, 7 },
["6"] = { 1, 3, 4, 5, 6, 7 },
["7"] = { 1, 2, 3 },
["8"] = { 1, 2, 3, 4, 5, 6, 7 },
["9"] = { 1, 2, 3, 4, 6, 7 },
}
-- clock sec - 1 frame
-- 1 sec - x frames
local oldClock = os.clock()
renderMethod()
-- local fps = tostring(math.ceil(1 / (os.clock() - oldClock) / 10))
buffer.text(1, 1, 0xFFFFFF, "FPS: " .. os.clock() - oldClock)
-- for i = 1, #fps do
-- drawSegments(x, y, numbers[fps:sub(i, i)], color)
-- x = x + 4
-- end
return x - 3
end
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
return renderer

View File

@ -3,7 +3,6 @@
local buffer = require("doubleBuffering")
local vector = require("vector")
local matrix = require("matrix")
local OCGL = require("OpenComputersGL/Main")
local renderer = require("OpenComputersGL/Renderer")
local materials = require("OpenComputersGL/Materials")
@ -102,6 +101,40 @@ end
-------------------------------------------------------- Plane object --------------------------------------------------------
function polyCatEngine.newPlane(vector3Position, width, height, segmentsWidth, segmentsHeight, material)
local vertices, triangles, widthCellSize, heightCellSize, vertexIndex = {}, {}, width / segmentsWidth, height / segmentsHeight, 1
segmentsWidth, segmentsHeight = segmentsWidth + 1, segmentsHeight + 1
for zSegment = 1, segmentsHeight do
for xSegment = 1, segmentsWidth do
table.insert(vertices, vector.newVector3(xSegment * widthCellSize - widthCellSize, 0, zSegment * heightCellSize - heightCellSize))
if xSegment < segmentsWidth and zSegment < segmentsHeight then
table.insert(triangles,
OCGL.newIndexedTriangle(
vertexIndex,
vertexIndex + 1,
vertexIndex + segmentsWidth
)
)
table.insert(triangles,
OCGL.newIndexedTriangle(
vertexIndex + 1,
vertexIndex + segmentsWidth + 1,
vertexIndex + segmentsWidth
)
)
end
vertexIndex = vertexIndex + 1
end
end
return polyCatEngine.newMesh(vector3Position, vertices, triangles, material)
end
-------------------------------------------------------- Textured plane object --------------------------------------------------------
function polyCatEngine.newTexturedPlane(vector3Position, width, height, texture)
width, height = width / 2, height / 2
return polyCatEngine.newMesh(
@ -217,7 +250,7 @@ local function cameraSetFOV(camera, FOV)
else
error("FOV can't be < 0 or > 180 degrees")
end
-- ecs.error(camera.projectionSurface)
return camera
end
@ -389,8 +422,7 @@ function polyCatEngine.meshRaycast(mesh, vector3RayStart, vector3RayEnd)
end
end
end
-- ecs.error(closestTriangleIndex)
return closestTriangleIndex, minimalDistance
end

View File

@ -1,21 +0,0 @@
-------------------------------------------------------- Libraries --------------------------------------------------------
local buffer = require("doubleBuffering")
local postProcessing = {}
-------------------------------------------------------- Plane object --------------------------------------------------------
function postProcessing.photofilter(color, transparency)
buffer.clear(color, transparency)
end
function postProcessing.fadePhotifilter(color, fromTransparency, toTransparency, step)
for i = fromTransparency, toTransparency, fromTransparency < toTransparency and step or -step do
postProcessing.photofilter(color, i)
end
end
-------------------------------------------------------- Zalupa --------------------------------------------------------
return postProcessing