asdf
This commit is contained in:
parent
034c2c8b66
commit
448e309c04
49
main.zig
49
main.zig
@ -6,6 +6,8 @@ const ioctl = std.c.ioctl;
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const stdout = std.io.getStdOut();
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const stdout = std.io.getStdOut();
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const out = stdout.writer();
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const out = stdout.writer();
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const stdin = std.io.getStdIn().reader();
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const stdin = std.io.getStdIn().reader();
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const sleep = std.time.sleep;
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const c = @cImport({
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const c = @cImport({
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@cDefine("_NO_CRT_STDIO_INLINE", "1");
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@cDefine("_NO_CRT_STDIO_INLINE", "1");
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@cInclude("sys/ioctl.h");
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@cInclude("sys/ioctl.h");
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@ -133,11 +135,17 @@ 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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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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defer allocator.free(buffer);
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var vec = Vec3{
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var vec = Vec3{
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.a = Point{ .x = 20, .y = 20, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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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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.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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.c = Point{ .x = 30, .y = 1, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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};
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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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while (true) {
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while (true) {
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buffer[0] = 0;
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buffer[0] = 0;
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@ -151,18 +159,28 @@ fn fillBuffer() !void {
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try triangle(buffer, w, vec);
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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 bresenham(buffer, w, Point{ .x = 10, .y = 10, .z = 0 }, Point{ .x = 30, .y = 12, .z = 0 });
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try triangle(buffer, w, vec);
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sleep(20000000);
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try out.print("\x1B[2J", .{});
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try out.print("\x1B[2J", .{});
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try triangle(buffer, w, vec);
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bounce(w, &vec.a, 'x');
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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.a, 'y');
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bounce(w, &vec.b, 'x');
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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.b, 'y');
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bounce(w, &vec.c, 'x');
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bounce(w, &vec.c, 'x');
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bounce(w, &vec.c, 'y');
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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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try triangle(buffer, w, vec2);
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bounce(w, &vec2.a, 'x');
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bounce(w, &vec2.a, 'y');
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bounce(w, &vec2.b, 'x');
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bounce(w, &vec2.b, 'Y');
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bounce(w, &vec2.c, 'x');
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bounce(w, &vec2.c, 'y');
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try out.print("{s}", .{buffer});
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sleep(1000000);
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//_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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}
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}
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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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fn bounce(w: Winsize, point: *Point, axis: u8) void {
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@ -184,7 +202,7 @@ fn bounce(w: Winsize, point: *Point, axis: u8) void {
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'X' => {
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'X' => {
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cor = &point.x;
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cor = &point.x;
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upper = w.ws_col;
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upper = w.ws_col;
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dir = &point.direction.y;
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dir = &point.direction.x;
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dir.* = -1;
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dir.* = -1;
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},
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},
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'Y' => {
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'Y' => {
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@ -196,7 +214,7 @@ fn bounce(w: Winsize, point: *Point, axis: u8) void {
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else => {},
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else => {},
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}
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}
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if (cor.* < upper) {
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if (cor.* < upper and cor.* > 0) {
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cor.* += dir.*;
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cor.* += dir.*;
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}
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}
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if (cor.* >= upper or cor.* <= 0) {
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if (cor.* >= upper or cor.* <= 0) {
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@ -210,9 +228,8 @@ fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {
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if (i < buffer.len) { //-1 ??
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if (i < buffer.len) { //-1 ??
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const slice = buffer[i .. i + 4];
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const slice = buffer[i .. i + 4];
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_ = try std.unicode.utf8Encode(symbol, slice);
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_ = try std.unicode.utf8Encode(symbol, slice);
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print("\x1b[46\x1b[43", .{});
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} else {
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} else {
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print("Error illegal memory access\n", .{});
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//print("Error illegal memory access\n", .{});
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}
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}
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}
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}
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fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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@ -223,7 +240,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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var er: i64 = 0;
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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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if (dx >= dy and dy > 0 and dx > 0) {
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while (x <= p2.x) : (x += 1) {
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while (x <= p2.x) : (x += 1) {
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_ = try pixel(buf, w, x, y, '.');
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_ = try pixel(buf, w, x, y, '█');
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er += dy;
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er += dy;
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if (2 * er >= dx) {
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if (2 * er >= dx) {
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y += 1;
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y += 1;
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@ -232,7 +249,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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}
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}
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} else if (dx < dy and dy > 0 and dx > 0) {
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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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while (y <= p2.y) : (y += 1) {
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_ = try pixel(buf, w, x, y, '.');
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_ = try pixel(buf, w, x, y, '█');
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er += dx;
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er += dx;
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if (2 * er >= dy) {
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if (2 * er >= dy) {
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x += 1;
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x += 1;
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@ -241,7 +258,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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}
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}
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} else if (@abs(dy) < dx and dy < 0 and dx > 0) {
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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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while (x <= p2.x) : (x += 1) {
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_ = try pixel(buf, w, x, y, '.');
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_ = try pixel(buf, w, x, y, '█');
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er -= dy;
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er -= dy;
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if (2 * er >= dx) {
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if (2 * er >= dx) {
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y -= 1;
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y -= 1;
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@ -250,7 +267,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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}
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}
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} else if (@abs(dy) > dx and dy < 0 and dx > 0) {
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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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while (y >= p2.y) : (y -= 1) {
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_ = try pixel(buf, w, x, y, '.');
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_ = try pixel(buf, w, x, y, '█');
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er += dx;
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er += dx;
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if (2 * er >= dy) {
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if (2 * er >= dy) {
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x += 1;
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x += 1;
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@ -259,7 +276,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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}
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}
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} else if (@abs(dx) <= dy and dx < 0 and dy > 0) {
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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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while (y <= p2.y) : (y += 1) {
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_ = try pixel(buf, w, x, y, '.');
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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dx);
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er += @abs(dx);
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if (2 * er >= dy) {
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if (2 * er >= dy) {
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x -= 1;
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x -= 1;
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@ -268,7 +285,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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}
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}
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} else if (@abs(dx) > dy and dy > 0 and dx < 0) {
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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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while (x >= p2.x) : (x -= 1) {
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_ = try pixel(buf, w, x, y, '.');
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_ = try pixel(buf, w, x, y, '█');
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er += dy;
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er += dy;
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if (2 * er >= @abs(dx)) {
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if (2 * er >= @abs(dx)) {
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y += 1;
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y += 1;
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@ -277,7 +294,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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}
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}
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} else if (dx <= dy and dx < 0 and dy < 0) {
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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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while (x >= p2.x) : (x -= 1) {
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_ = try pixel(buf, w, x, y, '.');
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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dy);
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er += @abs(dy);
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if (2 * er >= @abs(dx)) {
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if (2 * er >= @abs(dx)) {
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y -= 1;
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y -= 1;
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@ -287,7 +304,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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} else if (dx > dy and dy < 0 and dx < 0) {
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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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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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//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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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dx);
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er += @abs(dx);
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if (2 * er >= @abs(dx)) {
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if (2 * er >= @abs(dx)) {
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x -= 1;
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x -= 1;
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