mirror of
https://github.com/IgorTimofeev/MineOS.git
synced 2025-12-20 19:19:21 +01:00
348 lines
14 KiB
Lua
Executable File
348 lines
14 KiB
Lua
Executable File
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-------------------------------------------------------- Libraries --------------------------------------------------------
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local vector = require("Vector")
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local materials = require("OpenComputersGL/Materials")
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local screen = require("Screen")
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local renderer = {
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depthBuffer = {},
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viewport = {},
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}
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-------------------------------------------------------- Renderer --------------------------------------------------------
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function renderer.clearDepthBuffer()
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for y = 1, renderer.viewport.height do
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renderer.depthBuffer[y] = {}
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for x = 1, renderer.viewport.width do
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renderer.depthBuffer[y][x] = math.huge
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end
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end
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end
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function renderer.setViewport(x1, y1, x2, y2, nearClippingSurface, farClippingSurface, projectionSurface)
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renderer.viewport.x1 = x1
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renderer.viewport.y1 = y1
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renderer.viewport.x2 = x2
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renderer.viewport.y2 = y2
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renderer.viewport.nearClippingSurface = nearClippingSurface
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renderer.viewport.farClippingSurface = farClippingSurface
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renderer.viewport.projectionSurface = projectionSurface
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renderer.viewport.width = x2 - x1 + 1
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renderer.viewport.height = y2 - y1 + 1
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renderer.viewport.xCenter = math.floor(x1 + renderer.viewport.width / 2)
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renderer.viewport.yCenter = math.floor(y1 + renderer.viewport.height / 2)
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end
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function renderer.setPixelUsingDepthBuffer(x, y, pixelDepthValue, pixelColor)
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if
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renderer.isVertexInViewRange(x, y, pixelDepthValue)
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then
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if pixelDepthValue < renderer.depthBuffer[y][x] then
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renderer.depthBuffer[y][x] = pixelDepthValue
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screen.semiPixelRawSet(screen.getIndex(x, math.ceil(y / 2)), pixelColor, y % 2 == 0)
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-- screen.set(x, y, pixelColor, 0x0, " ")
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end
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end
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end
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function renderer.isVertexInViewRange(x, y, z)
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return
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x >= renderer.viewport.x1 and
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x <= renderer.viewport.x2 and
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y >= renderer.viewport.y1 and
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y <= renderer.viewport.y2 and
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-- z >= renderer.viewport.projectionSurface - (renderer.viewport.projectionSurface - renderer.viewport.nearClippingSurface) * 0.6 and
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z >= renderer.viewport.nearClippingSurface and
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z <= renderer.viewport.farClippingSurface
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end
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function renderer.visualizeDepthBuffer()
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local minDepth, maxDepth = math.huge, -math.huge
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for y = 1, #renderer.depthBuffer do
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for x = 1, #renderer.depthBuffer[y] do
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if renderer.depthBuffer[y][x] ~= math.huge then
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minDepth, maxDepth = math.min(minDepth, renderer.depthBuffer[y][x]), math.max(maxDepth, renderer.depthBuffer[y][x])
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end
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end
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end
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local delta = math.abs(maxDepth - minDepth)
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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 }
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for y = 1, #renderer.depthBuffer do
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for x = 1, #renderer.depthBuffer[y] do
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local value = (renderer.depthBuffer[y][x] - math.abs(minDepth)) / delta
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local color = grayscalePalette[math.floor(#grayscalePalette * value)]
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screen.semiPixelSet(x, y, color or 0x0)
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end
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end
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end
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-------------------------------------------------------- Line rendering --------------------------------------------------------
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function renderer.renderLine(x1, y1, z1, x2, y2, z2, color)
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local incycleValueFrom, incycleValueTo, outcycleValueFrom, outcycleValueTo, isReversed, incycleValueDelta, outcycleValueDelta = x1, x2, y1, y2, false, math.abs(x2 - x1), math.abs(y2 - y1)
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if incycleValueDelta < outcycleValueDelta then
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incycleValueFrom, incycleValueTo, outcycleValueFrom, outcycleValueTo, isReversed, incycleValueDelta, outcycleValueDelta = y1, y2, x1, x2, true, outcycleValueDelta, incycleValueDelta
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end
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if outcycleValueFrom > outcycleValueTo then
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outcycleValueFrom, outcycleValueTo = outcycleValueTo, outcycleValueFrom
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incycleValueFrom, incycleValueTo = incycleValueTo, incycleValueFrom
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z1, z2 = z2, z1
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end
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local outcycleValue, outcycleValueCounter, outcycleValueTriggerIncrement = outcycleValueFrom, 1, incycleValueDelta / outcycleValueDelta
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local outcycleValueTrigger = outcycleValueTriggerIncrement
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local z, zStep = z1, (z2 - z1) / incycleValueDelta
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for incycleValue = incycleValueFrom, incycleValueTo, incycleValueFrom < incycleValueTo and 1 or -1 do
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if isReversed then
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renderer.setPixelUsingDepthBuffer(outcycleValue, incycleValue, z, color)
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else
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renderer.setPixelUsingDepthBuffer(incycleValue, outcycleValue, z, color)
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end
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outcycleValueCounter, z = outcycleValueCounter + 1, z + zStep
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if outcycleValueCounter > outcycleValueTrigger then
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outcycleValue, outcycleValueTrigger = outcycleValue + 1, outcycleValueTrigger + outcycleValueTriggerIncrement
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end
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end
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end
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function renderer.renderDot(x, y, z, color)
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renderer.setPixelUsingDepthBuffer(x, y, z, color)
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end
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-------------------------------------------------------- Triangles render --------------------------------------------------------
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local function getTriangleDrawingShit(points)
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local topID, centerID, bottomID = 1, 1, 1
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for i = 1, 3 do
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points[i][2] = math.floor(points[i][2])
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if points[i][2] < points[topID][2] then topID = i end
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if points[i][2] > points[bottomID][2] then bottomID = i end
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end
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for i = 1, 3 do if i ~= topID and i ~= bottomID then centerID = i end end
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local yCenterMinusYTop = points[centerID][2] - points[topID][2]
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local yBottomMinusYTop = points[bottomID][2] - points[topID][2]
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local x1Screen, x2Screen = points[topID][1], points[topID][1]
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local x1ScreenStep = (points[centerID][1] - points[topID][1]) / yCenterMinusYTop
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local x2ScreenStep = (points[bottomID][1] - points[topID][1]) / yBottomMinusYTop
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local z1Screen, z2Screen = points[topID][3], points[topID][3]
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local z1ScreenStep = (points[centerID][3] - points[topID][3]) / yCenterMinusYTop
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local z2ScreenStep = (points[bottomID][3] - points[topID][3]) / yBottomMinusYTop
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return topID, centerID, bottomID, x1Screen, x2Screen, x1ScreenStep, x2ScreenStep, z1Screen, z2Screen, z1ScreenStep, z2ScreenStep
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end
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local function getTriangleSecondPartScreenCoordinates(points, centerID, bottomID)
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-- return x1Screen, x1ScreenStep, z1Screen, z1ScreenStep
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local yBottomMinusYCenter = points[bottomID][2] - points[centerID][2]
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return
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points[centerID][1],
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(points[bottomID][1] - points[centerID][1]) / yBottomMinusYCenter,
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points[centerID][3],
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(points[bottomID][3] - points[centerID][3]) / yBottomMinusYCenter
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end
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local function fillPart(x1Screen, x2Screen, z1Screen, z2Screen, y, color)
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if x2Screen < x1Screen then
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x1Screen, x2Screen, z1Screen, z2Screen = x2Screen, x1Screen, z2Screen, z1Screen
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end
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local z, zStep = z1Screen, (z2Screen - z1Screen) / (x2Screen - x1Screen)
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for x = math.floor(x1Screen), math.floor(x2Screen) do
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renderer.setPixelUsingDepthBuffer(x, y, z, color)
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z = z + zStep
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end
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end
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function renderer.renderFilledTriangle(points, color)
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local topID, centerID, bottomID, x1Screen, x2Screen, x1ScreenStep, x2ScreenStep, z1Screen, z2Screen, z1ScreenStep, z2ScreenStep = getTriangleDrawingShit(points)
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-- Рисуем первый кусок треугольника от верхней точки до центральной
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for y = points[topID][2], points[centerID][2] - 1 do
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fillPart(x1Screen, x2Screen, z1Screen, z2Screen, y, color)
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x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep
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end
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-- Далее считаем, как будет изменяться X от центрельной точки до нижней
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x1Screen, x1ScreenStep, z1Screen, z1ScreenStep = getTriangleSecondPartScreenCoordinates(points, centerID, bottomID)
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-- И рисуем нижний кусок треугольника от центральной точки до нижней
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for y = points[centerID][2], points[bottomID][2] do
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fillPart(x1Screen, x2Screen, z1Screen, z2Screen, y, color)
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x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep
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end
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end
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local function fillTexturedPart(firstZ, secondZ, x1Screen, x2Screen, z1Screen, z2Screen, u1Texture, u2Texture, v1Texture, v2Texture, y, texture)
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if x2Screen < x1Screen then
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x1Screen, x2Screen, z1Screen, z2Screen = x2Screen, x1Screen, z2Screen, z1Screen
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u1Texture, u2Texture = u2Texture, u1Texture
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v1Texture, v2Texture = v2Texture, v1Texture
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end
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local z, zStep = z1Screen, (z2Screen - z1Screen) / (x2Screen - x1Screen)
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-- secondZ - (v2Texture - v1Texture)
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-- z - x
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u2Texture = u1Texture + (u2Texture - u1Texture) * (secondZ / z)
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v2Texture = v1Texture + (v2Texture - v1Texture) * (secondZ / z)
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local u, uStep = u1Texture, (u2Texture - u1Texture) / (x2Screen - x1Screen)
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local v, vStep = v1Texture, (v2Texture - v1Texture) / (x2Screen - x1Screen)
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-- screen.drawText(1, 1, 0xFF00FF, "GOVNO: " .. math.abs(renderer.viewport.projectionSurface / z))
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local color, uVal, vVal
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for x = math.floor(x1Screen), math.floor(x2Screen) do
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uVal, vVal = math.floor(u + 0.5), math.floor(v + 0.5)
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if texture[vVal] and texture[vVal][uVal] then
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color = texture[vVal][uVal]
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else
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color = 0x00FF00
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end
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renderer.setPixelUsingDepthBuffer(x, y, z, color)
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-- screen.semiPixelSet(x, y, color)
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z, u, v = z + zStep, u + uStep, v + vStep
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end
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end
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function renderer.renderTexturedTriangle(points, texture)
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local topID, centerID, bottomID, x1Screen, x2Screen, x1ScreenStep, x2ScreenStep, z1Screen, z2Screen, z1ScreenStep, z2ScreenStep = getTriangleDrawingShit(points)
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local u1Texture, u2Texture = points[topID][4], points[topID][4]
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local u1TextureStep = (points[centerID][4] - points[topID][4]) / (points[centerID][2] - points[topID][2])
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local u2TextureStep = (points[bottomID][4] - points[topID][4]) / (points[bottomID][2] - points[topID][2])
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local v1Texture, v2Texture = points[topID][5], points[topID][5]
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local v1TextureStep = (points[centerID][5] - points[topID][5]) / (points[centerID][2] - points[topID][2])
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local v2TextureStep = (points[bottomID][5] - points[topID][5]) / (points[bottomID][2] - points[topID][2])
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for y = points[topID][2], points[centerID][2] - 1 do
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fillTexturedPart(points[topID][3], points[bottomID][3], x1Screen, x2Screen, z1Screen, z2Screen, u1Texture, u2Texture, v1Texture, v2Texture, y, texture)
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x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep
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u1Texture, u2Texture, v1Texture, v2Texture = u1Texture + u1TextureStep, u2Texture + u2TextureStep, v1Texture + v1TextureStep, v2Texture + v2TextureStep
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end
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x1Screen, x1ScreenStep, z1Screen, z1ScreenStep = getTriangleSecondPartScreenCoordinates(points, centerID, bottomID)
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u1Texture, u1TextureStep = points[centerID][4], (points[bottomID][4] - points[centerID][4]) / (points[bottomID][2] - points[centerID][2])
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v1Texture, v1TextureStep = points[centerID][5], (points[bottomID][5] - points[centerID][5]) / (points[bottomID][2] - points[centerID][2])
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for y = points[centerID][2], points[bottomID][2] do
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fillTexturedPart(points[topID][3], points[bottomID][3], x1Screen, x2Screen, z1Screen, z2Screen, u1Texture, u2Texture, v1Texture, v2Texture, y, texture)
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x1Screen, x2Screen, z1Screen, z2Screen = x1Screen + x1ScreenStep, x2Screen + x2ScreenStep, z1Screen + z1ScreenStep, z2Screen + z2ScreenStep
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u1Texture, u2Texture, v1Texture, v2Texture = u1Texture + u1TextureStep, u2Texture + u2TextureStep, v1Texture + v1TextureStep, v2Texture + v2TextureStep
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end
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-- for i = 1, 3 do
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-- screen.drawText(math.floor(points[i][1]), math.floor(points[i][2]), 0xFFFFFF, "ID " .. i .. ": u = " .. points[i][4] .. ", v = " .. points[topID][5])
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-- end
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end
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-------------------------------------------------------- Floating text rendering --------------------------------------------------------
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function renderer.renderFloatingText(x, y, z, color, text)
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local textLength = unicode.len(text)
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x, y = math.floor(x - textLength / 2), math.floor(y)
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local yInteger, yFractional = math.modf(y / 2)
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local index, background
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for i = 1, textLength do
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if renderer.isVertexInViewRange(x, y, z) then
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if z < renderer.depthBuffer[y][x] then
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if yFractional == 0 then
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renderer.depthBuffer[y - 1][x] = z
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renderer.depthBuffer[y][x] = z
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else
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renderer.depthBuffer[y][x] = z
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if renderer.depthBuffer[y + 1] then
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renderer.depthBuffer[y + 1][x] = z
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end
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end
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index = screen.getIndex(x, yInteger)
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background = screen.rawGet(index)
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screen.rawSet(index, background, color, unicode.sub(text, i, i))
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end
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end
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x = x + 1
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end
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end
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-------------------------------------------------------- FPS counter overlay render --------------------------------------------------------
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local function drawSegments(x, y, segments, color)
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for i = 1, #segments do
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if segments[i] == 1 then
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screen.drawSemiPixelRectangle(x, y, 3, 1, color)
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elseif segments[i] == 2 then
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screen.drawSemiPixelRectangle(x + 2, y, 1, 3, color)
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elseif segments[i] == 3 then
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screen.drawSemiPixelRectangle(x + 2, y + 2, 1, 3, color)
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elseif segments[i] == 4 then
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screen.drawSemiPixelRectangle(x, y + 4, 3, 1, color)
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elseif segments[i] == 5 then
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screen.drawSemiPixelRectangle(x, y + 2, 1, 3, color)
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elseif segments[i] == 6 then
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screen.drawSemiPixelRectangle(x, y, 1, 3, color)
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elseif segments[i] == 7 then
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screen.drawSemiPixelRectangle(x, y + 2, 3, 1, color)
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else
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error("Че за говно ты сюда напихал? Переделывай!")
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end
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end
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end
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function renderer.renderFPSCounter(x, y, fps, color)
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local numbers = {
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["0"] = { 1, 2, 3, 4, 5, 6 },
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["1"] = { 2, 3 },
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["2"] = { 1, 2, 4, 5, 7 },
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["3"] = { 1, 2, 3, 4, 7 },
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["4"] = { 2, 3, 6, 7 },
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["5"] = { 1, 3, 4, 6, 7 },
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["6"] = { 1, 3, 4, 5, 6, 7 },
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["7"] = { 1, 2, 3 },
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["8"] = { 1, 2, 3, 4, 5, 6, 7 },
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["9"] = { 1, 2, 3, 4, 6, 7 },
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}
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for i = 1, #fps do
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drawSegments(x, y, numbers[fps:sub(i, i)], color)
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x = x + 4
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end
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end
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------------------------------------------------------------------------------------------------------------------------
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-- screen.start()
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-- screen.clear(0xFFFFFF)
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-- local texture = materials.newDebugTexture(16, 16, 0xFF00FF, 0x000000)
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-- renderer.renderTexturedTriangle({
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-- {2, 2, 1, 1, 1},
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-- {2, 52, 1, 1, 16},
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-- {52, 52, 1, 16, 16},
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-- }, texture)
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-- renderer.renderTexturedTriangle({
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-- {2, 2, 1, 1, 1},
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-- {52, 2, 1, 16, 1},
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-- {52, 52, 1, 16, 16},
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-- }, texture)
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-- screen.update(true)
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------------------------------------------------------------------------------------------------------------------------
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return renderer
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