splitt up definitions
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039cc7e912
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1d82a2cf42
71
main.zig
71
main.zig
@ -7,6 +7,8 @@ const stdout = std.io.getStdOut();
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const out = stdout.writer();
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const stdin = std.io.getStdIn().reader();
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const sleep = std.time.sleep;
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const primitive = @import("primitives.zig");
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const Point = primitive.Point;
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const c = @cImport({
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@cDefine("_NO_CRT_STDIO_INLINE", "1");
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@ -20,27 +22,6 @@ 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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b: Point,
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c: Point,
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};
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const Triangle = struct {
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bufa: *i32,
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bufb: *i32,
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bufc: *i32,
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};
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pub fn main() !void {
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var win = Winsize{};
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@ -83,18 +64,6 @@ fn draw() !void {
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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{
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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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_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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//video loop
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while (true) {
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@ -109,31 +78,31 @@ fn draw() !void {
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slice[bytes_written + ii] = 0;
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}
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}
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try triangle(buffer, w, vec);
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try triangle(buffer, w, primitive.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 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');
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mv_axis_border_bounce(w, &vec.a, 'y');
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mv_axis_border_bounce(w, &vec.b, 'x');
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mv_axis_border_bounce(w, &vec.b, 'y');
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mv_axis_border_bounce(w, &vec.c, 'x');
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mv_axis_border_bounce(w, &vec.c, 'y');
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try triangle(buffer, w, primitive.vec);
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mv_axis_border_bounce(w, &primitive.vec.a, 'x');
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mv_axis_border_bounce(w, &primitive.vec.a, 'y');
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mv_axis_border_bounce(w, &primitive.vec.b, 'x');
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mv_axis_border_bounce(w, &primitive.vec.b, 'y');
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mv_axis_border_bounce(w, &primitive.vec.c, 'x');
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mv_axis_border_bounce(w, &primitive.vec.c, 'y');
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try triangle(buffer, w, vec2);
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mv_axis_border_bounce(w, &vec2.a, 'x');
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mv_axis_border_bounce(w, &vec2.a, 'y');
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mv_axis_border_bounce(w, &vec2.b, 'x');
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mv_axis_border_bounce(w, &vec2.b, 'Y');
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mv_axis_border_bounce(w, &vec2.c, 'x');
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mv_axis_border_bounce(w, &vec2.c, 'y');
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try triangle(buffer, w, primitive.vec2);
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mv_axis_border_bounce(w, &primitive.vec2.a, 'x');
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mv_axis_border_bounce(w, &primitive.vec2.a, 'y');
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mv_axis_border_bounce(w, &primitive.vec2.b, 'x');
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mv_axis_border_bounce(w, &primitive.vec2.b, 'Y');
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mv_axis_border_bounce(w, &primitive.vec2.c, 'x');
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mv_axis_border_bounce(w, &primitive.vec2.c, 'y');
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try fill_draw(w, buffer);
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try out.print("{s}", .{buffer});
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_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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//_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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sleep(30000000);
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}
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}
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@ -168,7 +137,7 @@ fn fill_draw(w: Winsize, buffer: []u8) !void {
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}
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}
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if (ii > start and ii < end and fill == 1 and std.mem.eql(u8, utf_slice, &code) == false) {
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_ = try std.unicode.utf8Encode('X', utf_slice);
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_ = try std.unicode.utf8Encode('●', utf_slice);
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}
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}
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}
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@ -305,7 +274,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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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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fn triangle(buffer: []u8, w: Winsize, vec: primitive.Vec3) !void {
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try bresenham(buffer, w, vec.a, vec.b);
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try bresenham(buffer, w, vec.b, vec.c);
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try bresenham(buffer, w, vec.c, vec.a);
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31
primitives.zig
Normal file
31
primitives.zig
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@ -0,0 +1,31 @@
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pub 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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pub 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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pub const Vec3 = struct {
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a: Point,
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b: Point,
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c: Point,
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};
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pub const Triangle = struct {
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bufa: *i32,
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bufb: *i32,
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bufc: *i32,
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};
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pub 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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pub var vec2 = Vec3{
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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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