zig-learn/main.zig

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const std = @import("std");
const expect = std.testing.expect;
const print = std.debug.print;
const getenv = std.posix.getenv;
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const ioctl = std.c.ioctl;
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const stdout = std.io.getStdOut();
const out = stdout.writer();
const stdin = std.io.getStdIn().reader();
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const sleep = std.time.sleep;
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const c = @cImport({
@cDefine("_NO_CRT_STDIO_INLINE", "1");
@cInclude("sys/ioctl.h");
@cInclude("stdio.h");
});
const Winsize = struct {
ws_row: c_ushort = 0,
ws_col: c_ushort = 0,
ws_xpixel: c_ushort = 0,
ws_ypixel: c_ushort = 0,
};
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const Direction = struct {
x: i8 = 1,
y: i8 = 1,
z: i8 = 1,
};
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const Point = struct {
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x: i32,
y: i32,
z: i32,
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direction: Direction, //for movement state
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};
const Vec3 = struct {
a: Point,
b: Point,
c: Point,
};
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pub fn main() !void {
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var win = Winsize{};
win = try getTermDimension();
print("winsize.ws_row: {}\nws_line: {}\nws_xpixel: {} \nws_ypixel: {}\n", .{ win.ws_row, win.ws_col, win.ws_xpixel, win.ws_ypixel });
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try draw();
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}
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fn getTermDimension() !Winsize {
var w = Winsize{};
var ret: u16 = 0;
const err = error{CUnknown};
//print("stdout_fileno: {}\n", .{@TypeOf(std.c.STDOUT_FILENO)});
ret = @intCast(ioctl(std.c.STDOUT_FILENO, c.TIOCGWINSZ, &w));
if (ret > 0) {
return err.CUnknown;
}
//print("winsize.ws_row: {}\nws_line: {}\nws_xpixel: {} \nws_ypixel: {}\n", .{ w.ws_row, w.ws_col, w.ws_xpixel, w.ws_ypixel });
return w;
}
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fn draw() !void {
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const allocator = std.heap.page_allocator;
var w = Winsize{};
var i: u64 = 0;
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var ii: u64 = 0;
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var buf = std.mem.zeroes([2]u8);
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var slice: []u8 = undefined;
var bytes_written: u3 = 0;
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var buffer_size: u32 = 0;
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buf[0] = 0;
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w = try getTermDimension();
buffer_size = w.ws_row;
buffer_size = buffer_size * w.ws_col * 4;
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var buffer = try allocator.alloc(u8, buffer_size); //utf-8 can be 4 bytes long
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defer allocator.free(buffer);
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var vec = Vec3{
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.a = Point{ .x = 20, .y = 30, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.b = Point{ .x = 50, .y = 40, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.c = Point{ .x = 30, .y = 1, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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};
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var vec2 = Vec3{
.a = Point{ .x = 20, .y = 20, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
.b = Point{ .x = 50, .y = 30, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
.c = Point{ .x = 30, .y = 1, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
};
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//video loop
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while (true) {
buffer[0] = 0;
i = 0;
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//clear buffer
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while (i < buffer.len) : (i += 4) {
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slice = buffer[i .. i + 4];
bytes_written = try std.unicode.utf8Encode(' ', slice);
ii = 0;
while ((bytes_written + ii) < 4) : (ii += 1) {
slice[bytes_written + ii] = 0;
}
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}
try triangle(buffer, w, vec);
//_ = try bresenham(buffer, w, Point{ .x = 10, .y = 10, .z = 0 }, Point{ .x = 30, .y = 12, .z = 0 });
try out.print("\x1B[2J", .{});
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//sleep(100000);
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try triangle(buffer, w, vec);
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mv_axis_border_bounce(w, &vec.a, 'x');
mv_axis_border_bounce(w, &vec.a, 'y');
mv_axis_border_bounce(w, &vec.b, 'x');
mv_axis_border_bounce(w, &vec.b, 'y');
mv_axis_border_bounce(w, &vec.c, 'x');
mv_axis_border_bounce(w, &vec.c, 'y');
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try triangle(buffer, w, vec2);
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mv_axis_border_bounce(w, &vec2.a, 'x');
mv_axis_border_bounce(w, &vec2.a, 'y');
mv_axis_border_bounce(w, &vec2.b, 'x');
mv_axis_border_bounce(w, &vec2.b, 'Y');
mv_axis_border_bounce(w, &vec2.c, 'x');
mv_axis_border_bounce(w, &vec2.c, 'y');
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try out.print("{s}", .{buffer});
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sleep(30000000);
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//_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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}
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}
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fn mv_axis_border_bounce(w: Winsize, point: *Point, axis: u8) void {
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var cor = &point.x;
var dir = &point.direction.x;
var upper = w.ws_col;
switch (axis) {
'x' => {
cor = &point.x;
upper = w.ws_col;
dir = &point.direction.x;
},
'y' => {
cor = &point.y;
upper = w.ws_row;
dir = &point.direction.y;
},
'X' => {
cor = &point.x;
upper = w.ws_col;
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dir = &point.direction.x;
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dir.* = -1;
},
'Y' => {
cor = &point.y;
upper = w.ws_row;
dir = &point.direction.y;
dir.* = -1;
},
else => {},
}
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if (cor.* < upper and cor.* > 0) {
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cor.* += dir.*;
}
if (cor.* >= upper or cor.* <= 0) {
dir.* *= -1;
cor.* += dir.*;
}
}
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fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {
const i: usize = @intCast(4 * (x + y * w.ws_col));
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if (i < buffer.len) { //-1 ??
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const slice = buffer[i .. i + 4];
_ = try std.unicode.utf8Encode(symbol, slice);
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//TODO: check length, set not used bytes to zero
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} else {
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//print("Error illegal memory access\n", .{});
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}
}
fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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var x: i32 = p1.x;
var y: i32 = p1.y;
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const dx = (p2.x - p1.x);
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const dy = (p2.y - p1.y);
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var er: i64 = 0;
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if (dx >= dy and dy > 0 and dx > 0) {
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while (x <= p2.x) : (x += 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += dy;
if (2 * er >= dx) {
y += 1;
er -= dx;
}
}
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} else if (dx <= dy and dy >= 0 and dx >= 0) {
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while (y <= p2.y) : (y += 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += dx;
if (2 * er >= dy) {
x += 1;
er -= dy;
}
}
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} else if (@abs(dy) <= dx and dy <= 0 and dx >= 0) {
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while (x <= p2.x) : (x += 1) {
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_ = try pixel(buf, w, x, y, '█');
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er -= dy;
if (2 * er >= dx) {
y -= 1;
er -= dx;
}
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}
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} else if (@abs(dy) >= dx and dy <= 0 and dx >= 0) {
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while (y >= p2.y) : (y -= 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += dx;
if (2 * er >= dy) {
x += 1;
er += dy;
}
}
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} else if (@abs(dx) <= dy and dx <= 0 and dy >= 0) {
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while (y <= p2.y) : (y += 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dx);
if (2 * er >= dy) {
x -= 1;
er -= dy;
}
}
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} else if (@abs(dx) >= dy and dy >= 0 and dx <= 0) {
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while (x >= p2.x) : (x -= 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += dy;
if (2 * er >= @abs(dx)) {
y += 1;
er -= @abs(dx);
}
}
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} else if (dx <= dy and dx <= 0 and dy <= 0) {
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while (x >= p2.x) : (x -= 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dy);
if (2 * er >= @abs(dx)) {
y -= 1;
er -= @abs(dx);
}
}
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} else if (dx >= dy and dy <= 0 and dx <= 0) {
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while (y >= p2.y) : (y -= 1) {
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//print("x:{},y:{},er:{},dx:{},dy:{}\n", .{ x, y, er, dx, dy });
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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dx);
if (2 * er >= @abs(dx)) {
x -= 1;
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er -= @abs(dy);
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}
}
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}
}
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fn triangle(buffer: []u8, w: Winsize, vec: Vec3) !void {
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var vec_fill: Vec3 = vec;
try bresenham(buffer, w, vec.a, vec.b);
try bresenham(buffer, w, vec.b, vec.c);
try bresenham(buffer, w, vec.c, vec.a);
while (vec_fill.a.y < vec.c.y) : (vec_fill.a.y += 1) {
try bresenham(buffer, w, vec_fill.a, vec.b);
}
while (vec_fill.a.y > vec.c.y) : (vec_fill.a.y -= 1) {
try bresenham(buffer, w, vec_fill.a, vec.b);
}
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}