diff --git a/main.zig b/main.zig index a9164e7..2cb7ce6 100644 --- a/main.zig +++ b/main.zig @@ -6,6 +6,8 @@ const ioctl = std.c.ioctl; const stdout = std.io.getStdOut(); const out = stdout.writer(); const stdin = std.io.getStdIn().reader(); +const sleep = std.time.sleep; + const c = @cImport({ @cDefine("_NO_CRT_STDIO_INLINE", "1"); @cInclude("sys/ioctl.h"); @@ -133,11 +135,17 @@ fn fillBuffer() !void { var buffer = try allocator.alloc(u8, w.ws_row * w.ws_col * 4); //utf-8 can be 4 bytes long defer allocator.free(buffer); + var vec = 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 } }, }; + 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 } }, + }; while (true) { buffer[0] = 0; @@ -151,18 +159,28 @@ fn fillBuffer() !void { try triangle(buffer, w, vec); //_ = try bresenham(buffer, w, Point{ .x = 10, .y = 10, .z = 0 }, Point{ .x = 30, .y = 12, .z = 0 }); - try triangle(buffer, w, vec); + sleep(20000000); + try out.print("\x1B[2J", .{}); + + try triangle(buffer, w, vec); bounce(w, &vec.a, 'x'); bounce(w, &vec.a, 'y'); bounce(w, &vec.b, 'x'); bounce(w, &vec.b, 'y'); bounce(w, &vec.c, 'x'); bounce(w, &vec.c, 'y'); - print("\x1b[45\x1b[37", .{}); - try out.print("{s}", .{buffer}); - _ = try stdin.readUntilDelimiterOrEof(&buf, '\n'); + try triangle(buffer, w, vec2); + bounce(w, &vec2.a, 'x'); + bounce(w, &vec2.a, 'y'); + bounce(w, &vec2.b, 'x'); + bounce(w, &vec2.b, 'Y'); + bounce(w, &vec2.c, 'x'); + bounce(w, &vec2.c, 'y'); + try out.print("{s}", .{buffer}); + sleep(1000000); + //_ = try stdin.readUntilDelimiterOrEof(&buf, '\n'); } } fn bounce(w: Winsize, point: *Point, axis: u8) void { @@ -184,7 +202,7 @@ fn bounce(w: Winsize, point: *Point, axis: u8) void { 'X' => { cor = &point.x; upper = w.ws_col; - dir = &point.direction.y; + dir = &point.direction.x; dir.* = -1; }, 'Y' => { @@ -196,7 +214,7 @@ fn bounce(w: Winsize, point: *Point, axis: u8) void { else => {}, } - if (cor.* < upper) { + if (cor.* < upper and cor.* > 0) { cor.* += dir.*; } if (cor.* >= upper or cor.* <= 0) { @@ -210,9 +228,8 @@ fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void { if (i < buffer.len) { //-1 ?? const slice = buffer[i .. i + 4]; _ = try std.unicode.utf8Encode(symbol, slice); - print("\x1b[46\x1b[43", .{}); } else { - print("Error illegal memory access\n", .{}); + //print("Error illegal memory access\n", .{}); } } fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { @@ -223,7 +240,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { var er: i64 = 0; if (dx >= dy and dy > 0 and dx > 0) { while (x <= p2.x) : (x += 1) { - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er += dy; if (2 * er >= dx) { y += 1; @@ -232,7 +249,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { } } else if (dx < dy and dy > 0 and dx > 0) { while (y <= p2.y) : (y += 1) { - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er += dx; if (2 * er >= dy) { x += 1; @@ -241,7 +258,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { } } else if (@abs(dy) < dx and dy < 0 and dx > 0) { while (x <= p2.x) : (x += 1) { - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er -= dy; if (2 * er >= dx) { y -= 1; @@ -250,7 +267,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { } } else if (@abs(dy) > dx and dy < 0 and dx > 0) { while (y >= p2.y) : (y -= 1) { - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er += dx; if (2 * er >= dy) { x += 1; @@ -259,7 +276,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { } } else if (@abs(dx) <= dy and dx < 0 and dy > 0) { while (y <= p2.y) : (y += 1) { - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er += @abs(dx); if (2 * er >= dy) { x -= 1; @@ -268,7 +285,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { } } else if (@abs(dx) > dy and dy > 0 and dx < 0) { while (x >= p2.x) : (x -= 1) { - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er += dy; if (2 * er >= @abs(dx)) { y += 1; @@ -277,7 +294,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { } } else if (dx <= dy and dx < 0 and dy < 0) { while (x >= p2.x) : (x -= 1) { - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er += @abs(dy); if (2 * er >= @abs(dx)) { y -= 1; @@ -287,7 +304,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { } else if (dx > dy and dy < 0 and dx < 0) { while (y >= p2.y) : (y -= 1) { //print("x:{},y:{},er:{},dx:{},dy:{}\n", .{ x, y, er, dx, dy }); - _ = try pixel(buf, w, x, y, '.'); + _ = try pixel(buf, w, x, y, '█'); er += @abs(dx); if (2 * er >= @abs(dx)) { x -= 1;