dif fixes
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b8a9788d65
commit
034c2c8b66
93
main.zig
93
main.zig
@ -18,10 +18,16 @@ const Winsize = struct {
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ws_xpixel: c_ushort = 0,
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ws_ypixel: c_ushort = 0,
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};
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const Direction = struct {
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x: i8 = 1,
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y: i8 = 1,
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z: i8 = 1,
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};
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const Point = struct {
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x: i32,
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y: i32,
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z: i32,
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direction: Direction, //for movement state
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};
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const Vec3 = struct {
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a: Point,
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@ -119,10 +125,6 @@ fn fillBuffer() !void {
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var w = Winsize{};
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var i: u64 = 0;
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var buf = std.mem.zeroes([2]u8);
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var d: i8 = 1;
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var d2: i8 = 1;
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var d3: i8 = -1;
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var d4: i8 = -1;
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buf[0] = 0;
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w = try getTermDimension();
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@ -132,9 +134,9 @@ fn fillBuffer() !void {
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var buffer = try allocator.alloc(u8, w.ws_row * w.ws_col * 4); //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 = 20, .z = 0 },
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.b = Point{ .x = 50, .y = 30, .z = 0 },
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.c = Point{ .x = 30, .y = 1, .z = 0 },
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.a = Point{ .x = 20, .y = 20, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.b = Point{ .x = 50, .y = 30, .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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while (true) {
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@ -148,46 +150,61 @@ fn fillBuffer() !void {
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try pixel(buffer, w, 5, 10, '\u{1F702}');
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try triangle(buffer, w, vec);
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//_ = try bresenham(buffer, w, Point{ .x = 10, .y = 10, .z = 0 }, Point{ .x = 30, .y = 12, .z = 0 });
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// try file.writeAll(buffer);
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if (vec.c.x < w.ws_col) {
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vec.c.x += d;
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}
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if (vec.c.x == w.ws_col or vec.c.x == 0) {
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d *= -1;
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vec.c.x += d;
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}
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if (vec.a.y < w.ws_row) {
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vec.a.y += d2;
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}
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if (vec.a.y == w.ws_row or vec.a.y == 0) {
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d2 *= -1;
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vec.a.y += d2;
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}
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if (vec.b.y < w.ws_row) {
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vec.b.y += d3;
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}
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if (vec.b.y == w.ws_row or vec.b.y == 0) {
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d3 *= -1;
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vec.b.y += d3;
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}
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if (vec.b.x < w.ws_col) {
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vec.b.x += d4;
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}
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if (vec.b.x == w.ws_col or vec.b.x == 0) {
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d4 *= -1;
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vec.b.x += d4;
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}
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try triangle(buffer, w, vec);
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try out.print("\x1B[2J", .{});
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bounce(w, &vec.a, 'x');
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bounce(w, &vec.a, 'y');
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bounce(w, &vec.b, 'x');
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bounce(w, &vec.b, 'y');
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bounce(w, &vec.c, 'x');
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bounce(w, &vec.c, 'y');
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print("\x1b[45\x1b[37", .{});
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try out.print("{s}", .{buffer});
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_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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}
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}
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fn bounce(w: Winsize, point: *Point, axis: u8) void {
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var cor = &point.x;
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var dir = &point.direction.x;
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var upper = w.ws_col;
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switch (axis) {
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'x' => {
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cor = &point.x;
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upper = w.ws_col;
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dir = &point.direction.x;
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},
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'y' => {
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cor = &point.y;
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upper = w.ws_row;
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dir = &point.direction.y;
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},
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'X' => {
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cor = &point.x;
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upper = w.ws_col;
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dir = &point.direction.y;
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dir.* = -1;
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},
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'Y' => {
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cor = &point.y;
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upper = w.ws_row;
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dir = &point.direction.y;
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dir.* = -1;
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},
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else => {},
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}
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if (cor.* < upper) {
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cor.* += dir.*;
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}
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if (cor.* >= upper or cor.* <= 0) {
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dir.* *= -1;
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cor.* += dir.*;
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}
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}
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fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {
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const i: usize = @intCast(4 * (x + y * w.ws_col));
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if (i < buffer.len) { //-1 ??
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