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- -- AR tools API
- local function interpolate(p1x,p1y,p2x,p2y,x)
- return p1y + ( ((p2y-p1y)/(p2x-p1x)) * (x-p1x) )
- end
- --Draws a line from x1,y1 to x2,y2 with given color, using name of wrapped AR controller
- --Draws a line from x1,y1 to x2,y2 with given color, using name of wrapped AR controller
- local function drawLineAR(arController,x1,y1,x2,y2,color,zBuffer)
- color = 0x000000 --Overriding color to black. Comment out to use custom colors
- local dx = x2 - x1
- local dy = y2 - y1
- --local zBufOffset = y*sx
- local length = math.floor(math.sqrt((dx^2)+(dy^2)))
- for i = 1, length do
- local nextY = y1 + dy * (i / length)
- local nextX = x1 + dx * (i / length)
- --[[if nextY > 0 and nextX > 0 then
- local zI = zBufOffset + x
- local newZ = interpolate(xStart,zStart,xEnd,zEnd,x)
- if newZ < zBuffer[ zI ] then]]
- --zBuffer[ zI ] = newZ
- arController.horizontalLine(nextX, nextX, nextY, color)
- --end
- --end
- end
- end
- --Draws an object with an indexList which points to a list x/y points, using name of wrapped AR controller
- local function drawWireObj(arController,vL) --vL == vertice list. cL == color list
- local cL = vL.colorList
- for i = 1, #vL, 3 do --Draws a whole triangle per loop
- local i1,i2 = i+1, i+2
- local col = cL[(i+2)/3]
- drawLineAR(arController, vL[i].x, vL[i].y, vL[i1].x, vL[i1].y, col) --vert 1 to 2
- drawLineAR(arController, vL[i1].x, vL[i1].y, vL[i2].x, vL[i2].y, col) --vert 2 to 3
- drawLineAR(arController, vL[i2].x, vL[i2].y, vL[i].x, vL[i].y, col) --vert 3 to 1
- end
- end
- --Basically a line function with cutoffs for anything < 0.
- local function drawFlatTriangle(arController,px1,px2,pz1,pz2,y,color,zBuffer)
- local zBufOffset = y*zBuffer.size.x
- local xStart = math.ceil(px1 - 0.5)
- local xEnd = math.ceil(px2 - 0.5)
- local zStart = math.ceil(pz1 - 0.5)
- local zEnd = math.ceil(pz2 - 0.5)
- if y > 0 and xEnd > 0 then
- if xStart < 0 then
- xStart = 0
- end
- for x = xStart, xEnd do
- local zI = zBufOffset + x
- local newZ = interpolate(xStart,zStart,xEnd,zEnd,x)
- if newZ < zBuffer[ zI ] then
- zBuffer[ zI ] = newZ
- arController.horizontalLine(x, x, y, color)
- end
- end
- end
- end
- --Both draw flat top and bottom draw an entire line at a time instead of each pixel individually b/c performance. Will add individual pixel support later.
- local function drawFlatTopTriangle( arController,vec1,vec2,vec3,color,zBuffer )
- --Calculate slopes in screen space
- --Run over rise so we don't get infinite slopes
- local m1 = (vec3.x - vec1.x) / (vec3.y - vec1.y)
- local m2 = (vec3.x - vec2.x) / (vec3.y - vec2.y)
- local zm1 = (vec2.z - vec1.z) / (vec2.y - vec1.y) --left line
- local zm2 = (vec3.z - vec1.z) / (vec3.y - vec1.y) --right line
- --Calculate start and end scanlines
- local yStart = math.ceil(vec1.y - 0.5)
- local yEnd = math.ceil(vec3.y - 0.5)-1 --the scanline AFTER the last line drawn, which is why it's offset by -1
- for y = yStart, yEnd do
- --calculate start and end x's
- --Add 0.5 because we're calculating based on pixel centers
- local px1 = m1 * (y + 0.5 - vec1.y) + vec1.x
- local px2 = m2 * (y + 0.5 - vec2.y) + vec2.x
- local pz1 = zm1 * (y + 0.5 - vec1.y) + vec1.z
- local pz2 = zm2 * (y + 0.5 - vec1.y) + vec1.z
- drawFlatTriangle( arController,px1,px2,pz1,pz2,y,color,zBuffer )
- end
- end
- local function drawFlatBottomTriangle( arController,vec1,vec2,vec3,color,zBuffer )
- --Calculate slopes in screen space
- local m1 = (vec2.x - vec1.x) / (vec2.y - vec1.y)
- local m2 = (vec3.x - vec1.x) / (vec3.y - vec1.y)
- local zm1 = (vec2.z - vec1.z) / (vec2.y - vec1.y) --left line
- local zm2 = (vec3.z - vec1.z) / (vec3.y - vec1.y) --right line
- --Calculate start and end scanlines
- local yStart = math.ceil(vec1.y-0.5)
- local yEnd = math.ceil(vec3.y-0.5)-1 --the scanline AFTER the last line drawn, which is why we need to subtract 1 otherwise we get visual bugs
- for y = yStart, yEnd do
- --calculate start and end points (x/z coords)
- --Add 0.5 because we're calculating based on pixel centers
- local px1 = m1 * (y + 0.5 - vec1.y) + vec1.x
- local px2 = m2 * (y + 0.5 - vec1.y) + vec1.x
- local pz1 = zm1 * (y + 0.5 - vec1.y) + vec1.z
- local pz2 = zm2 * (y + 0.5 - vec1.y) + vec1.z
- drawFlatTriangle( arController,px1,px2,pz1,pz2,y,color,zBuffer )
- end
- end
- --Draws a solid triangle from 3 vectors
- local function drawSolidTriangle( arController,vec1,vec2,vec3,color,zBuffer )
- --using pointers so we can swap (for sorting purposes) probably don't need this b/c lua? idk
- local pv1 = vec1
- local pv2 = vec2
- local pv3 = vec3
- --Sort vertices by y
- if pv2.y < pv1.y then pv1,pv2 = pv2,pv1 end
- if pv3.y < pv2.y then pv2,pv3 = pv3,pv2 end
- if pv2.y < pv1.y then pv1,pv2 = pv2,pv1 end
- if pv1.y == pv2.y then --Natural flat top
- --Sort top vertice by x
- if pv2.x < pv1.x then pv1,pv2 = pv2,pv1 end
- drawFlatTopTriangle(arController,pv1,pv2,pv3,color,zBuffer )
- elseif pv2.y == pv3.y then --Natural flat bottom
- --Sort bottom vertice by x
- if pv3.x < pv2.x then pv3,pv2 = pv2,pv3 end
- drawFlatBottomTriangle(arController,pv1,pv2,pv3,color,zBuffer )
- else --General triangle
- local alphaSplit = (pv2.y-pv1.y)/(pv3.y-pv1.y)
- local vi ={
- x = pv1.x + ((pv3.x - pv1.x) * alphaSplit),
- y = pv1.y + ((pv3.y - pv1.y) * alphaSplit),
- z = pv1.z + ((pv3.z - pv1.z) * alphaSplit) }
- if pv2.x < vi.x then --Major right
- drawFlatBottomTriangle(arController,pv1,pv2,vi,color,zBuffer)
- drawFlatTopTriangle(arController,pv2,vi,pv3,color,zBuffer)
- else --Major left
- drawFlatBottomTriangle(arController,pv1,vi,pv2,color,zBuffer)
- drawFlatTopTriangle(arController,vi,pv2,pv3,color,zBuffer)
- end
- end
- end
- --Draw an entire object one triangle at a time
- --Converts points from the 1D table to vectors b/c I'm lazy
- local function drawSolidObj( arController, iL, zBuffer) --iL == index List. vL == vertex list. cL == color list
- local cL = iL.colorList
- --OPTIMIZATION here?. Probably should convert to 1D at least
- for i = 1, #iL, 3 do --Try to draw a triangle
- drawSolidTriangle( arController, iL[i], iL[i+1], iL[i+2], cL[(i+2)/3], zBuffer )
- end
- end
- --Expose functions
- return
- {
- drawWireObj = drawWireObj,
- drawSolidObj = drawSolidObj,
- }
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