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- --CODE BY JIG487
- local function drawFlatTriangle(peripheralWrapper,px1,px2,y,color)
- local xStart = math.ceil(px1 - 0.5)
- local xEnd = math.ceil(px2 - 0.5)
- --only draw positive coordinates
- for x = xStart, xEnd do
- if y > 0 and x > 0 then
- peripheralWrapper.setCursorPos(x,y)
- peripheralWrapper.setBackgroundColor(color)
- peripheralWrapper.write(" ")
- end
- end
- end
- local function drawFlatTopTriangle( peripheralWrapper,vec1,vec2,vec3,color)
- --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)
- --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
- drawFlatTriangle( peripheralWrapper,px1,px2,y,color)
- end
- end
- --refer to drawFlatTopTriangle for comments
- local function drawFlatBottomTriangle( peripheralWrapper,vec1,vec2,vec3,color)
- local m1 = (vec2.x - vec1.x) / (vec2.y - vec1.y)
- local m2 = (vec3.x - vec1.x) / (vec3.y - vec1.y)
- local yStart = math.ceil(vec1.y-0.5)
- local yEnd = math.ceil(vec3.y-0.5)-1
- for y = yStart, yEnd do
- local px1 = m1 * (y + 0.5 - vec1.y) + vec1.x
- local px2 = m2 * (y + 0.5 - vec1.y) + vec1.x
- drawFlatTriangle( peripheralWrapper,px1,px2,y,color)
- end
- end
- --Draws a solid triangle from 3 vectors with an X and a Y
- --Splits up the triangle into 2 triangles: a flat top and a flat bottom.
- --Takes in a peripheral wrapper, 3 vectors, and a color to draw the whole thing as.
- local function drawSolidTriangle( peripheralWrapper,vec1,vec2,vec3,color)
- --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(peripheralWrapper,pv1,pv2,pv3,color )
- 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(peripheralWrapper,pv1,pv2,pv3,color)
- 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), }
- if pv2.x < vi.x then --Major right
- drawFlatBottomTriangle(peripheralWrapper,pv1,pv2,vi,color)
- drawFlatTopTriangle(peripheralWrapper,pv2,vi,pv3,color)
- else --Major left
- drawFlatBottomTriangle(peripheralWrapper,pv1,vi,pv2,color)
- drawFlatTopTriangle(peripheralWrapper,vi,pv2,pv3,color)
- end
- end
- end
- return {
- drawSolidTriangle = drawSolidTriangle,
- }
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