-------------------------------------------------------- Libraries -------------------------------------------------------- local color = require("Color") local vector = require("Vector") local screen = require("Screen") local materials = require("OpenComputersGL/Materials") local renderer = require("OpenComputersGL/Renderer") local OCGL = {} -------------------------------------------------------- Constants -------------------------------------------------------- OCGL.axis = { x = 1, y = 2, z = 3, } OCGL.colors = { axis = { x = 0xFF0000, y = 0x00FF00, z = 0x0000FF, }, pivotPoint = 0xFFFFFF, wireframe = 0x000000, vertices = 0xFFDB40, lights = 0x44FF44 } OCGL.renderModes = { disabled = 1, constantShading = 2, flatShading = 3, } OCGL.auxiliaryModes = { disabled = 1, wireframe = 2, vertices = 3, } OCGL.renderMode = 3 OCGL.auxiliaryMode = 1 OCGL.vertices = {} OCGL.triangles = {} OCGL.lines = {} OCGL.floatingTexts = {} OCGL.lights = {} local sinTable, cosTable = {}, {} -------------------------------------------------------- Sin / Cos optimization -------------------------------------------------------- function OCGL.sin(angle) sinTable[angle] = sinTable[angle] or math.sin(angle) return sinTable[angle] end function OCGL.cos(angle) cosTable[angle] = cosTable[angle] or math.cos(angle) return cosTable[angle] end -------------------------------------------------------- Vertex field methods -------------------------------------------------------- function OCGL.rotateVectorRelativeToXAxis(vector, angle) local sin, cos = OCGL.sin(angle), OCGL.cos(angle) vector[2], vector[3] = cos * vector[2] - sin * vector[3], sin * vector[2] + cos * vector[3] end function OCGL.rotateVectorRelativeToYAxis(vector, angle) local sin, cos = OCGL.sin(angle), OCGL.cos(angle) vector[1], vector[3] = cos * vector[1] + sin * vector[3], cos * vector[3] - sin * vector[1] end function OCGL.rotateVectorRelativeToZAxis(vector, angle) local sin, cos = OCGL.sin(angle), OCGL.cos(angle) vector[1], vector[2] = cos * vector[1] - sin * vector[2], sin * vector[1] + cos * vector[2] end function OCGL.translate(xTranslation, yTranslation, zTranslation) for vertexIndex = 1, #OCGL.vertices do OCGL.vertices[vertexIndex][1], OCGL.vertices[vertexIndex][2], OCGL.vertices[vertexIndex][3] = OCGL.vertices[vertexIndex][1] + xTranslation, OCGL.vertices[vertexIndex][2] + yTranslation, OCGL.vertices[vertexIndex][3] + zTranslation end end function OCGL.rotate(vectorRotationMethod, angle) for vertexIndex = 1, #OCGL.vertices do vectorRotationMethod(OCGL.vertices[vertexIndex], angle) end end -------------------------------------------------------- Render queue methods -------------------------------------------------------- function OCGL.newIndexedLight(indexOfVertex1, intensity, emissionDistance) return { indexOfVertex1, intensity, emissionDistance } end function OCGL.newIndexedTriangle(indexOfVertex1, indexOfVertex2, indexOfVertex3, material) return { indexOfVertex1, indexOfVertex2, indexOfVertex3, material } end function OCGL.newIndexedLine(indexOfVertex1, indexOfVertex2, color) return { indexOfVertex1, indexOfVertex2, color } end function OCGL.newIndexedFloatingText(indexOfVertex, color, text) return {indexOfVertex, text, color} end function OCGL.pushLightToRenderQueue(vector3Vertex, intensity, emissionDistance) table.insert(OCGL.vertices, vector3Vertex) table.insert(OCGL.lights, OCGL.newIndexedLight(OCGL.nextVertexIndex, intensity, emissionDistance)) OCGL.nextVertexIndex = OCGL.nextVertexIndex + 1 end function OCGL.pushTriangleToRenderQueue(vector3Vertex1, vector3Vertex2, vector3Vertex3, material) table.insert(OCGL.vertices, vector3Vertex1) table.insert(OCGL.vertices, vector3Vertex2) table.insert(OCGL.vertices, vector3Vertex3) table.insert(OCGL.triangles, OCGL.newIndexedTriangle(OCGL.nextVertexIndex, OCGL.nextVertexIndex + 1, OCGL.nextVertexIndex + 2, material)) OCGL.nextVertexIndex = OCGL.nextVertexIndex + 3 end function OCGL.pushLineToRenderQueue(vector3Vertex1, vector3Vertex2, color) table.insert(OCGL.vertices, vector3Vertex1) table.insert(OCGL.vertices, vector3Vertex2) table.insert(OCGL.lines, OCGL.newIndexedLine(OCGL.nextVertexIndex, OCGL.nextVertexIndex + 1, color)) OCGL.nextVertexIndex = OCGL.nextVertexIndex + 2 end function OCGL.pushFloatingTextToRenderQueue(vector3Vertex, color, text) table.insert(OCGL.vertices, vector3Vertex) table.insert(OCGL.floatingTexts, OCGL.newIndexedFloatingText(OCGL.nextVertexIndex, color, text)) OCGL.nextVertexIndex = OCGL.nextVertexIndex + 1 end -------------------------------------------------------- Rendering methods -------------------------------------------------------- function OCGL.clearBuffer(backgroundColor) OCGL.nextVertexIndex, OCGL.vertices, OCGL.triangles, OCGL.lines, OCGL.floatingTexts, OCGL.lights = 1, {}, {}, {}, {}, {} renderer.clearDepthBuffer() screen.clear(backgroundColor) end function OCGL.createPerspectiveProjection() local zProjectionDivZ for vertexIndex = 1, #OCGL.vertices do zProjectionDivZ = math.abs(renderer.viewport.projectionSurface / OCGL.vertices[vertexIndex][3]) OCGL.vertices[vertexIndex][1] = zProjectionDivZ * OCGL.vertices[vertexIndex][1] OCGL.vertices[vertexIndex][2] = zProjectionDivZ * OCGL.vertices[vertexIndex][2] end end function OCGL.getTriangleLightIntensity(vertex1, vertex2, vertex3, indexedLight) local lightVector = { OCGL.vertices[indexedLight[1]][1] - (vertex1[1] + vertex2[1] + vertex3[1]) / 3, OCGL.vertices[indexedLight[1]][2] - (vertex1[2] + vertex2[2] + vertex3[2]) / 3, OCGL.vertices[indexedLight[1]][3] - (vertex1[3] + vertex2[3] + vertex3[3]) / 3 } local lightDistance = vector.length(lightVector) if lightDistance <= indexedLight[3] then local normalVector = vector.getSurfaceNormal(vertex1, vertex2, vertex3) -- screen.drawText(2, screen.height - 2, 0x0, "normalVector: " .. normalVector[1] .. " x " .. normalVector[2] .. " x " .. normalVector[3]) local cameraScalar = vector.scalarMultiply({0, 0, 100}, normalVector) local lightScalar = vector.scalarMultiply(lightVector, normalVector ) -- screen.drawText(2, screen.height - 1, 0xFFFFFF, "Scalars: " .. cameraScalar .. " x " .. lightScalar) if cameraScalar < 0 and lightScalar >= 0 or cameraScalar >= 0 and lightScalar < 0 then local absAngle = math.abs(math.acos(lightScalar / (lightDistance * vector.length(normalVector)))) if absAngle > 1.5707963267949 then absAngle = 3.1415926535898 - absAngle end -- screen.drawText(2, screen.height, 0xFFFFFF, "Angle: " .. math.deg(angle) .. ", newAngle: " .. math.deg(absAngle) .. ", intensity: " .. absAngle / 1.5707963267949) return indexedLight[2] * (1 - lightDistance / indexedLight[3]) * (1 - absAngle / 1.5707963267949) else return 0 end else -- screen.drawText(2, screen.height, 0x0, "Out of light range: " .. lightDistance .. " vs " .. indexedLight[2]) return 0 end end function OCGL.calculateLights() for triangleIndex = 1, #OCGL.triangles do for lightIndex = 1, #OCGL.lights do local intensity = OCGL.getTriangleLightIntensity( OCGL.vertices[OCGL.triangles[triangleIndex][1]], OCGL.vertices[OCGL.triangles[triangleIndex][2]], OCGL.vertices[OCGL.triangles[triangleIndex][3]], OCGL.lights[lightIndex] ) if OCGL.triangles[triangleIndex][5] then OCGL.triangles[triangleIndex][5] = OCGL.triangles[triangleIndex][5] + intensity else OCGL.triangles[triangleIndex][5] = intensity end end end end function OCGL.render() local vertex1, vertex2, vertex3, material, auxiliaryColor = {}, {}, {} for triangleIndex = 1, #OCGL.triangles do vertex1[1], vertex1[2], vertex1[3] = renderer.viewport.xCenter + OCGL.vertices[OCGL.triangles[triangleIndex][1]][1], renderer.viewport.yCenter - OCGL.vertices[OCGL.triangles[triangleIndex][1]][2], OCGL.vertices[OCGL.triangles[triangleIndex][1]][3] vertex2[1], vertex2[2], vertex2[3] = renderer.viewport.xCenter + OCGL.vertices[OCGL.triangles[triangleIndex][2]][1], renderer.viewport.yCenter - OCGL.vertices[OCGL.triangles[triangleIndex][2]][2], OCGL.vertices[OCGL.triangles[triangleIndex][2]][3] vertex3[1], vertex3[2], vertex3[3] = renderer.viewport.xCenter + OCGL.vertices[OCGL.triangles[triangleIndex][3]][1], renderer.viewport.yCenter - OCGL.vertices[OCGL.triangles[triangleIndex][3]][2], OCGL.vertices[OCGL.triangles[triangleIndex][3]][3] material = OCGL.triangles[triangleIndex][4] if renderer.isVertexInViewRange(vertex1[1], vertex1[2], vertex1[3]) or renderer.isVertexInViewRange(vertex2[1], vertex2[2], vertex2[3]) or renderer.isVertexInViewRange(vertex3[1], vertex3[2], vertex3[3]) then if material.type == materials.types.solid then if OCGL.renderMode == OCGL.renderModes.constantShading then renderer.renderFilledTriangle({ vertex1, vertex2, vertex3 }, material.color) elseif OCGL.renderMode == OCGL.renderModes.flatShading then -- local finalColor = 0x0 -- finalColor = color.blend(material.color, 0x0, OCGL.triangles[triangleIndex][5]) -- OCGL.triangles[triangleIndex][5] = nil -- renderer.renderFilledTriangle({ vertex1, vertex2, vertex3 }, finalColor) local r, g, b = color.integerToRGB(material.color) r, g, b = math.floor(r * OCGL.triangles[triangleIndex][5]), math.floor(g * OCGL.triangles[triangleIndex][5]), math.floor(b * OCGL.triangles[triangleIndex][5]) if r > 255 then r = 255 end if g > 255 then g = 255 end if b > 255 then b = 255 end OCGL.triangles[triangleIndex][5] = nil renderer.renderFilledTriangle({ vertex1, vertex2, vertex3 }, color.RGBToInteger(r, g, b)) end elseif material.type == materials.types.textured then vertex1[4], vertex1[5] = OCGL.vertices[OCGL.triangles[triangleIndex][1]][4], OCGL.vertices[OCGL.triangles[triangleIndex][1]][5] vertex2[4], vertex2[5] = OCGL.vertices[OCGL.triangles[triangleIndex][2]][4], OCGL.vertices[OCGL.triangles[triangleIndex][2]][5] vertex3[4], vertex3[5] = OCGL.vertices[OCGL.triangles[triangleIndex][3]][4], OCGL.vertices[OCGL.triangles[triangleIndex][3]][5] renderer.renderTexturedTriangle({ vertex1, vertex2, vertex3 }, material.texture) else error("Material type " .. tostring(material.type) .. " doesn't supported for rendering triangles") end if OCGL.auxiliaryMode ~= OCGL.auxiliaryModes.disabled then vertex1[1], vertex1[2], vertex1[3] = math.floor(renderer.viewport.xCenter + OCGL.vertices[OCGL.triangles[triangleIndex][1]][1]), math.floor(renderer.viewport.yCenter - OCGL.vertices[OCGL.triangles[triangleIndex][1]][2]), math.floor(OCGL.vertices[OCGL.triangles[triangleIndex][1]][3]) vertex2[1], vertex2[2], vertex2[3] = math.floor(renderer.viewport.xCenter + OCGL.vertices[OCGL.triangles[triangleIndex][2]][1]), math.floor(renderer.viewport.yCenter - OCGL.vertices[OCGL.triangles[triangleIndex][2]][2]), math.floor(OCGL.vertices[OCGL.triangles[triangleIndex][2]][3]) vertex3[1], vertex3[2], vertex3[3] = math.floor(renderer.viewport.xCenter + OCGL.vertices[OCGL.triangles[triangleIndex][3]][1]), math.floor(renderer.viewport.yCenter - OCGL.vertices[OCGL.triangles[triangleIndex][3]][2]), math.floor(OCGL.vertices[OCGL.triangles[triangleIndex][3]][3]) if OCGL.auxiliaryMode == OCGL.auxiliaryModes.wireframe then renderer.renderLine(vertex1[1], vertex1[2], vertex1[3], vertex2[1], vertex2[2], vertex2[3], OCGL.colors.wireframe) renderer.renderLine(vertex2[1], vertex2[2], vertex2[3], vertex3[1], vertex3[2], vertex3[3], OCGL.colors.wireframe) renderer.renderLine(vertex1[1], vertex1[2], vertex1[3], vertex3[1], vertex3[2], vertex3[3], OCGL.colors.wireframe) elseif OCGL.auxiliaryMode == OCGL.auxiliaryModes.vertices then renderer.renderDot(vertex1[1], vertex1[2], vertex1[3], OCGL.colors.vertices) renderer.renderDot(vertex2[1], vertex2[2], vertex2[3], OCGL.colors.vertices) renderer.renderDot(vertex3[1], vertex3[2], vertex3[3], OCGL.colors.vertices) end end end end if OCGL.auxiliaryMode ~= OCGL.auxiliaryModes.disabled then for lightIndex = 1, #OCGL.lights do renderer.renderDot( math.floor(renderer.viewport.xCenter + OCGL.vertices[OCGL.lights[lightIndex][1]][1]), math.floor(renderer.viewport.yCenter - OCGL.vertices[OCGL.lights[lightIndex][1]][2]), math.floor(OCGL.vertices[OCGL.lights[lightIndex][1]][3]), OCGL.colors.lights ) end end for floatingTextIndex = 1, #OCGL.floatingTexts do vertex1 = OCGL.vertices[OCGL.floatingTexts[floatingTextIndex][1]] renderer.renderFloatingText( renderer.viewport.xCenter + vertex1[1], renderer.viewport.yCenter - vertex1[2], vertex1[3], OCGL.floatingTexts[floatingTextIndex][2], OCGL.floatingTexts[floatingTextIndex][3] ) end -- for lineIndex = 1, #OCGL.lines do -- vertex1, vertex2, material = OCGL.vertices[OCGL.lines[lineIndex][1]], OCGL.vertices[OCGL.lines[lineIndex][2]], OCGL.lines[lineIndex][3] -- if OCGL.renderMode == renderer.renderModes.vertices then -- renderer.renderDot(vertex1, material) -- renderer.renderDot(vertex2, material) -- else -- renderer.renderLine( -- math.floor(vertex1[1]), -- math.floor(vertex1[2]), -- vertex1[3], -- math.floor(vertex2[1]), -- math.floor(vertex2[2]), -- vertex2[3], -- material -- ) -- end -- end end -------------------------------------------------------- Raycasting methods -------------------------------------------------------- local function vectorMultiply(a, b) return vector.newVector3(a[2] * b[3] - a[3] * b[2], a[3] * b[1] - a[1] * b[3], a[1] * b[2] - a[2] * b[1]) end local function getVectorDistance(a) return math.sqrt(a[1] ^ 2 + a[2] ^ 2 + a[3] ^ 2) end -- В случае попадания лучика этот метод вернет сам треугольник, а также дистанцию до его плоскости function OCGL.triangleRaycast(vector3RayStart, vector3RayEnd) local minimalDistance, closestTriangleIndex for triangleIndex = 1, #OCGL.triangles do -- Это вершины треугольника local A, B, C = OCGL.vertices[OCGL.triangles[triangleIndex][1]], OCGL.vertices[OCGL.triangles[triangleIndex][3]], OCGL.vertices[OCGL.triangles[triangleIndex][3]] -- ecs.error(A[1], A[2], A[3], vector3RayStart[1], vector3RayStart[2], vector3RayStart[3]) -- Это хз че local ABC = vectorMultiply(vector.newVector3(C[1] - A[1], C[2] - A[2], C[3] - A[3]), vector.newVector3(B[1] - A[1], B[2] - A[2], B[3] - A[3])) -- Рассчитываем удаленность виртуальной плоскости треугольника от старта нашего луча local D = -ABC[1] * A[1] - ABC[2] * A[2] - ABC[3] * A[3] local firstPart = D + ABC[1] * vector3RayStart[1] + ABC[2] * vector3RayStart[2] + ABC[3] * vector3RayStart[3] local secondPart = ABC[1] * vector3RayStart[1] - ABC[1] * vector3RayEnd[1] + ABC[2] * vector3RayStart[2] - ABC[2] * vector3RayEnd[2] + ABC[3] * vector3RayStart[3] - ABC[3] * vector3RayEnd[3] -- ecs.error(firstPart, secondPart) -- if firstPart ~= 0 or secondPart ~= 0 then ecs.error(firstPart, secondPart) end -- Если наш лучик не параллелен той ебучей плоскости треугольника if secondPart ~= 0 then local distance = firstPart / secondPart -- И если этот объект находится ближе к старту луча, нежели предыдущий if (distance >= 0 and distance <= 1) and (not minimalDistance or distance < minimalDistance) then -- То считаем точку попадания луча в данную плоскость (но ни хуя не факт, что он попадет в треугольник!) local S = vector.newVector3( vector3RayStart[1] + (vector3RayEnd[1] - vector3RayStart[1]) * distance, vector3RayStart[2] + (vector3RayEnd[2] - vector3RayStart[2]) * distance, vector3RayStart[3] + (vector3RayEnd[3] - vector3RayStart[3]) * distance ) -- Далее считаем сумму площадей параллелограммов, образованных тремя треугольниками, образовавшихся при попадании точки в треугольник -- Нууу тип кароч смари: точка ебанула в центр, и треугольник распидорасило на три мелких. Ну, и три мелких могут образовать параллелограммы свои -- И, кароч, если сумма трех площадей этих мелких уебков будет сильно отличаться от площади жирного треугольника, то луч не попал -- Ну, а площадь считается через sqrt(x^2+y^2+z^2) для каждого йоба-вектора ---- *A *B -- * Shotxyz --- *C local SA = vector.newVector3(A[1] - S[1], A[2] - S[2], A[3] - S[3]) local SB = vector.newVector3(B[1] - S[1], B[2] - S[2], B[3] - S[3]) local SC = vector.newVector3(C[1] - S[1], C[2] - S[2], C[3] - S[3]) local vectorDistanceSum = getVectorDistance(vectorMultiply(SA, SB)) + getVectorDistance(vectorMultiply(SB, SC)) + getVectorDistance(vectorMultiply(SC, SA)) local ABCDistance = getVectorDistance(ABC) -- Вот тут мы чекаем погрешность расчетов. Если все заебок, то кидаем этот треугольник в "проверенные"" if math.abs(vectorDistanceSum - ABCDistance) < 1 then closestTriangleIndex = triangleIndex minimalDistance = distance end end end end -- ecs.error(closestTriangleIndex) if OCGL.triangles[closestTriangleIndex] then return OCGL.triangles[closestTriangleIndex][5], OCGL.triangles[closestTriangleIndex][6], minimalDistance end end -------------------------------------------------------- Constants -------------------------------------------------------- return OCGL