-------------------------------------------------------- Libraries -------------------------------------------------------- local vector = require("Vector") local materials = require("OpenComputersGL/Materials") local screen = require("Screen") local renderer = { depthBuffer = {}, viewport = {}, } -------------------------------------------------------- Renderer -------------------------------------------------------- function renderer.clearDepthBuffer() for y = 1, renderer.viewport.height do renderer.depthBuffer[y] = {} for x = 1, renderer.viewport.width do renderer.depthBuffer[y][x] = math.huge end end end function renderer.setViewport(x1, y1, x2, y2, nearClippingSurface, farClippingSurface, projectionSurface) renderer.viewport.x1 = x1 renderer.viewport.y1 = y1 renderer.viewport.x2 = x2 renderer.viewport.y2 = y2 renderer.viewport.nearClippingSurface = nearClippingSurface renderer.viewport.farClippingSurface = farClippingSurface renderer.viewport.projectionSurface = projectionSurface renderer.viewport.width = x2 - x1 + 1 renderer.viewport.height = y2 - y1 + 1 renderer.viewport.xCenter = math.floor(x1 + renderer.viewport.width / 2) renderer.viewport.yCenter = math.floor(y1 + renderer.viewport.height / 2) end function renderer.setPixelUsingDepthBuffer(x, y, pixelDepthValue, pixelColor) if renderer.isVertexInViewRange(x, y, pixelDepthValue) then if pixelDepthValue < renderer.depthBuffer[y][x] then renderer.depthBuffer[y][x] = pixelDepthValue screen.semiPixelRawSet(screen.getIndex(x, math.ceil(y / 2)), pixelColor, y % 2 == 0) -- screen.set(x, y, pixelColor, 0x0, " ") end end end function renderer.isVertexInViewRange(x, y, z) return x >= renderer.viewport.x1 and x <= renderer.viewport.x2 and y >= renderer.viewport.y1 and y <= renderer.viewport.y2 and -- z >= renderer.viewport.projectionSurface - (renderer.viewport.projectionSurface - renderer.viewport.nearClippingSurface) * 0.6 and z >= renderer.viewport.nearClippingSurface and z <= renderer.viewport.farClippingSurface end function renderer.visualizeDepthBuffer() local minDepth, maxDepth = math.huge, -math.huge for y = 1, #renderer.depthBuffer do for x = 1, #renderer.depthBuffer[y] do if renderer.depthBuffer[y][x] ~= math.huge then minDepth, maxDepth = math.min(minDepth, renderer.depthBuffer[y][x]), math.max(maxDepth, renderer.depthBuffer[y][x]) end end end local delta = math.abs(maxDepth - minDepth) local grayscalePalette = { [0] = 0xFFFFFF, [1] = 0xEEEEEE, [2] = 0xDDDDDD, [3] = 0xCCCCCC, [4] = 0xBBBBBB, [5] = 0xAAAAAA, [6] = 0x999999, [7] = 0x888888, [8] = 0x777777, [9] = 0x666666, [10] = 0x555555, [11] = 0x444444, [12] = 0x333333, [13] = 0x222222, [14] = 0x111111, [15] = 0x000000 } for y = 1, #renderer.depthBuffer do for x = 1, #renderer.depthBuffer[y] do local value = (renderer.depthBuffer[y][x] - math.abs(minDepth)) / delta local color = grayscalePalette[math.floor(#grayscalePalette * value)] screen.semiPixelSet(x, y, color or 0x0) end end 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(x, y, z, color) renderer.setPixelUsingDepthBuffer(x, y, z, color) end -------------------------------------------------------- Triangles render -------------------------------------------------------- local function getTriangleDrawingShit(points) local topID, centerID, bottomID = 1, 1, 1 for i = 1, 3 do points[i][2] = math.floor(points[i][2]) 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 local yCenterMinusYTop = points[centerID][2] - points[topID][2] local yBottomMinusYTop = points[bottomID][2] - points[topID][2] local x1Screen, x2Screen = points[topID][1], points[topID][1] local x1ScreenStep = (points[centerID][1] - points[topID][1]) / yCenterMinusYTop local x2ScreenStep = (points[bottomID][1] - points[topID][1]) / yBottomMinusYTop local z1Screen, z2Screen = points[topID][3], points[topID][3] local z1ScreenStep = (points[centerID][3] - points[topID][3]) / yCenterMinusYTop local z2ScreenStep = (points[bottomID][3] - points[topID][3]) / yBottomMinusYTop return topID, centerID, bottomID, x1Screen, x2Screen, x1ScreenStep, x2ScreenStep, z1Screen, z2Screen, z1ScreenStep, z2ScreenStep end local function getTriangleSecondPartScreenCoordinates(points, centerID, bottomID) -- return x1Screen, x1ScreenStep, z1Screen, z1ScreenStep local yBottomMinusYCenter = points[bottomID][2] - points[centerID][2] return points[centerID][1], (points[bottomID][1] - points[centerID][1]) / yBottomMinusYCenter, points[centerID][3], (points[bottomID][3] - points[centerID][3]) / yBottomMinusYCenter end local function fillPart(x1Screen, x2Screen, z1Screen, z2Screen, y, color) if x2Screen < x1Screen then x1Screen, x2Screen, z1Screen, z2Screen = x2Screen, x1Screen, z2Screen, z1Screen end local z, zStep = z1Screen, (z2Screen - z1Screen) / (x2Screen - x1Screen) for x = math.floor(x1Screen), math.floor(x2Screen) do renderer.setPixelUsingDepthBuffer(x, y, z, color) z = z + zStep end end function renderer.renderFilledTriangle(points, color) local topID, centerID, bottomID, x1Screen, x2Screen, x1ScreenStep, x2ScreenStep, z1Screen, z2Screen, z1ScreenStep, z2ScreenStep = getTriangleDrawingShit(points) -- Рисуем первый кусок треугольника от верхней точки до центральной for y = points[topID][2], points[centerID][2] - 1 do fillPart(x1Screen, x2Screen, z1Screen, z2Screen, y, color) x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep end -- Далее считаем, как будет изменяться X от центрельной точки до нижней x1Screen, x1ScreenStep, z1Screen, z1ScreenStep = getTriangleSecondPartScreenCoordinates(points, centerID, bottomID) -- И рисуем нижний кусок треугольника от центральной точки до нижней for y = points[centerID][2], points[bottomID][2] do fillPart(x1Screen, x2Screen, z1Screen, z2Screen, y, color) x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep end end local function fillTexturedPart(firstZ, secondZ, x1Screen, x2Screen, z1Screen, z2Screen, u1Texture, u2Texture, v1Texture, v2Texture, y, texture) if x2Screen < x1Screen then x1Screen, x2Screen, z1Screen, z2Screen = x2Screen, x1Screen, z2Screen, z1Screen u1Texture, u2Texture = u2Texture, u1Texture v1Texture, v2Texture = v2Texture, v1Texture end local z, zStep = z1Screen, (z2Screen - z1Screen) / (x2Screen - x1Screen) -- secondZ - (v2Texture - v1Texture) -- z - x u2Texture = u1Texture + (u2Texture - u1Texture) * (secondZ / z) v2Texture = v1Texture + (v2Texture - v1Texture) * (secondZ / z) local u, uStep = u1Texture, (u2Texture - u1Texture) / (x2Screen - x1Screen) local v, vStep = v1Texture, (v2Texture - v1Texture) / (x2Screen - x1Screen) -- screen.drawText(1, 1, 0xFF00FF, "GOVNO: " .. math.abs(renderer.viewport.projectionSurface / z)) local color, uVal, vVal for x = math.floor(x1Screen), math.floor(x2Screen) do uVal, vVal = math.floor(u + 0.5), math.floor(v + 0.5) if texture[vVal] and texture[vVal][uVal] then color = texture[vVal][uVal] else color = 0x00FF00 end renderer.setPixelUsingDepthBuffer(x, y, z, color) -- screen.semiPixelSet(x, y, color) z, u, v = z + zStep, u + uStep, v + vStep end end function renderer.renderTexturedTriangle(points, texture) local topID, centerID, bottomID, x1Screen, x2Screen, x1ScreenStep, x2ScreenStep, z1Screen, z2Screen, z1ScreenStep, z2ScreenStep = getTriangleDrawingShit(points) local u1Texture, u2Texture = points[topID][4], points[topID][4] local u1TextureStep = (points[centerID][4] - points[topID][4]) / (points[centerID][2] - points[topID][2]) local u2TextureStep = (points[bottomID][4] - points[topID][4]) / (points[bottomID][2] - points[topID][2]) local v1Texture, v2Texture = points[topID][5], points[topID][5] local v1TextureStep = (points[centerID][5] - points[topID][5]) / (points[centerID][2] - points[topID][2]) local v2TextureStep = (points[bottomID][5] - points[topID][5]) / (points[bottomID][2] - points[topID][2]) for y = points[topID][2], points[centerID][2] - 1 do fillTexturedPart(points[topID][3], points[bottomID][3], x1Screen, x2Screen, z1Screen, z2Screen, u1Texture, u2Texture, v1Texture, v2Texture, y, texture) x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep u1Texture, u2Texture, v1Texture, v2Texture = u1Texture + u1TextureStep, u2Texture + u2TextureStep, v1Texture + v1TextureStep, v2Texture + v2TextureStep end x1Screen, x1ScreenStep, z1Screen, z1ScreenStep = getTriangleSecondPartScreenCoordinates(points, centerID, bottomID) u1Texture, u1TextureStep = points[centerID][4], (points[bottomID][4] - points[centerID][4]) / (points[bottomID][2] - points[centerID][2]) v1Texture, v1TextureStep = points[centerID][5], (points[bottomID][5] - points[centerID][5]) / (points[bottomID][2] - points[centerID][2]) for y = points[centerID][2], points[bottomID][2] do fillTexturedPart(points[topID][3], points[bottomID][3], x1Screen, x2Screen, z1Screen, z2Screen, u1Texture, u2Texture, v1Texture, v2Texture, y, texture) x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep u1Texture, u2Texture, v1Texture, v2Texture = u1Texture + u1TextureStep, u2Texture + u2TextureStep, v1Texture + v1TextureStep, v2Texture + v2TextureStep end -- for i = 1, 3 do -- screen.drawText(math.floor(points[i][1]), math.floor(points[i][2]), 0xFFFFFF, "ID " .. i .. ": u = " .. points[i][4] .. ", v = " .. points[topID][5]) -- end end -------------------------------------------------------- Floating text rendering -------------------------------------------------------- function renderer.renderFloatingText(x, y, z, color, text) local textLength = unicode.len(text) x, y = math.floor(x - textLength / 2), math.floor(y) local yInteger, yFractional = math.modf(y / 2) local index, background for i = 1, textLength do if renderer.isVertexInViewRange(x, y, z) then if z < renderer.depthBuffer[y][x] then if yFractional == 0 then renderer.depthBuffer[y - 1][x] = z renderer.depthBuffer[y][x] = z else renderer.depthBuffer[y][x] = z if renderer.depthBuffer[y + 1] then renderer.depthBuffer[y + 1][x] = z end end index = screen.getIndex(x, yInteger) background = screen.rawGet(index) screen.rawSet(index, background, color, unicode.sub(text, i, i)) end end x = x + 1 end end -------------------------------------------------------- FPS counter overlay render -------------------------------------------------------- local function drawSegments(x, y, segments, color) for i = 1, #segments do if segments[i] == 1 then screen.drawSemiPixelRectangle(x, y, 3, 1, color) elseif segments[i] == 2 then screen.drawSemiPixelRectangle(x + 2, y, 1, 3, color) elseif segments[i] == 3 then screen.drawSemiPixelRectangle(x + 2, y + 2, 1, 3, color) elseif segments[i] == 4 then screen.drawSemiPixelRectangle(x, y + 4, 3, 1, color) elseif segments[i] == 5 then screen.drawSemiPixelRectangle(x, y + 2, 1, 3, color) elseif segments[i] == 6 then screen.drawSemiPixelRectangle(x, y, 1, 3, color) elseif segments[i] == 7 then screen.drawSemiPixelRectangle(x, y + 2, 3, 1, color) else error("Че за говно ты сюда напихал? Переделывай!") end end end function renderer.renderFPSCounter(x, y, fps, 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 }, } for i = 1, #fps do drawSegments(x, y, numbers[fps:sub(i, i)], color) x = x + 4 end end ------------------------------------------------------------------------------------------------------------------------ -- screen.start() -- screen.clear(0xFFFFFF) -- local texture = materials.newDebugTexture(16, 16, 0xFF00FF, 0x000000) -- renderer.renderTexturedTriangle({ -- {2, 2, 1, 1, 1}, -- {2, 52, 1, 1, 16}, -- {52, 52, 1, 16, 16}, -- }, texture) -- renderer.renderTexturedTriangle({ -- {2, 2, 1, 1, 1}, -- {52, 2, 1, 16, 1}, -- {52, 52, 1, 16, 16}, -- }, texture) -- screen.update(true) ------------------------------------------------------------------------------------------------------------------------ return renderer