mirror of
https://github.com/IgorTimofeev/MineOS.git
synced 2026-01-05 02:32:38 +01:00
243 lines
9.0 KiB
Lua
243 lines
9.0 KiB
Lua
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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 buffer = require("doubleBuffering")
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local renderer = {
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depthBuffer = {},
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projectionSurface = {},
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}
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-------------------------------------------------------- Constants --------------------------------------------------------
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renderer.colors = {
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axis = {
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x = 0xFF0000,
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y = 0x00FF00,
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z = 0x0000FF,
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},
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pivotPoint = 0xFFFFFF,
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wireframe = 0x00FFFF,
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}
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renderer.renderModes = {
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material = 1,
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wireframe = 2,
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vertices = 3,
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}
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-------------------------------------------------------- Renderer --------------------------------------------------------
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function renderer.clearDepthBuffer()
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for y = 1, renderer.projectionSurface.height do
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renderer.depthBuffer[y] = {}
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for x = 1, renderer.projectionSurface.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.setProjectionSurface(x, y, z, x2, y2, z2)
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renderer.projectionSurface = { x = x, y = y, z = z, x2 = x2, y2 = y2, z2 = z2 }
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renderer.projectionSurface.width = x2 - x + 1
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renderer.projectionSurface.height = y2 - y + 1
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renderer.projectionSurface.depth = z2 - z + 1
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renderer.depthBuffer = {}
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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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x >= renderer.projectionSurface.x and
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x <= renderer.projectionSurface.x2 and
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y >= renderer.projectionSurface.y and
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y <= renderer.projectionSurface.y2 and
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pixelDepthValue >= 1 and
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pixelDepthValue <= renderer.projectionSurface.z2
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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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buffer.semiPixelRawSet(buffer.getBufferIndexByCoordinates(x, math.ceil(y / 2)), pixelColor, y % 2 == 0)
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-- buffer.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(vector3Vertex)
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return
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vector3Vertex[1] >= renderer.projectionSurface.x and
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vector3Vertex[1] <= renderer.projectionSurface.y and
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vector3Vertex[2] >= renderer.projectionSurface.x2 and
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vector3Vertex[2] <= renderer.projectionSurface.y2
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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(vector3Vertex, color)
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renderer.setPixelUsingDepthBuffer(math.floor(vector3Vertex[1]), math.floor(vector3Vertex[2]), vector3Vertex[3], color)
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end
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-------------------------------------------------------- Triangles render --------------------------------------------------------
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local function fillPart(x1Screen, x2Screen, z1Screen, z2Screen, y, color)
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if x2Screen < x1Screen then x1Screen, x2Screen, z1Screen, z2Screen = x2Screen, x1Screen, z2Screen, z1Screen 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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-- buffer.semiPixelSet(x, y, 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 = 1, 1, 1
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for i = 1, 3 do
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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 x1ScreenStep = (points[centerID][1] - points[topID][1]) / (points[centerID][2] - points[topID][2])
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local x2ScreenStep = (points[bottomID][1] - points[topID][1]) / (points[bottomID][2] - points[topID][2])
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local x1Screen, x2Screen = points[topID][1], points[topID][1]
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local z1ScreenStep = (points[centerID][3] - points[topID][3]) / (points[centerID][2] - points[topID][2])
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local z2ScreenStep = (points[bottomID][3] - points[topID][3]) / (points[bottomID][2] - points[topID][2])
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local z1Screen, z2Screen = points[topID][3], points[topID][3]
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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 = points[centerID][1], (points[bottomID][1] - points[centerID][1]) / (points[bottomID][2] - points[centerID][2])
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z1Screen, z1ScreenStep = points[centerID][3], (points[bottomID][3] - points[centerID][3]) / (points[bottomID][2] - points[centerID][2])
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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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function renderer.renderTexturedTriangle(vertices, texture)
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end
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-------------------------------------------------------- Mesh Object Rendering --------------------------------------------------------
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function renderer.renderMesh(mesh, renderMode)
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for triangleIndex = 1, #mesh.triangles do
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-- if
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-- renderer.isVertexInViewRange(mesh.verticesMatrix[mesh.triangles[triangleIndex][1]]) or
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-- renderer.isVertexInViewRange(mesh.verticesMatrix[mesh.triangles[triangleIndex][2]]) or
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-- renderer.isVertexInViewRange(mesh.verticesMatrix[mesh.triangles[triangleIndex][3]])
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-- then
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renderer.renderTriangleObject(
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mesh.verticesMatrix[mesh.triangles[triangleIndex][1]],
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mesh.verticesMatrix[mesh.triangles[triangleIndex][2]],
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mesh.verticesMatrix[mesh.triangles[triangleIndex][3]],
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renderMode,
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mesh.triangles[triangleIndex].material or mesh.material
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)
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-- end
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end
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return mesh
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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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buffer.semiPixelSquare(x, y, 3, 1, color)
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elseif segments[i] == 2 then
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buffer.semiPixelSquare(x + 2, y, 1, 3, color)
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elseif segments[i] == 3 then
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buffer.semiPixelSquare(x + 2, y + 2, 1, 3, color)
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elseif segments[i] == 4 then
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buffer.semiPixelSquare(x, y + 4, 3, 1, color)
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elseif segments[i] == 5 then
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buffer.semiPixelSquare(x, y + 2, 1, 3, color)
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elseif segments[i] == 6 then
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buffer.semiPixelSquare(x, y, 1, 3, color)
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elseif segments[i] == 7 then
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buffer.semiPixelSquare(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, renderMethod, 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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-- clock sec - 1 frame
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-- 1 sec - x frames
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local oldClock = os.clock()
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renderMethod()
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local fps = tostring(math.ceil(1 / (os.clock() - oldClock) / 10))
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-- buffer.text(1, 1, 0xFFFFFF, "FPS: " .. os.clock() - oldClock)
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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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return x - 3
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end
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------------------------------------------------------------------------------------------------------------------------
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return renderer
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