diff --git a/main.zig b/main.zig index 7361f30..bb9d3fe 100644 --- a/main.zig +++ b/main.zig @@ -140,7 +140,7 @@ fn fillBuffer() !void { defer allocator.free(buffer); var vec = Vec3{ - .a = Point{ .x = 20, .y = 20, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } }, + .a = Point{ .x = 20, .y = 30, .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 } }, }; @@ -165,9 +165,8 @@ 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 }); - sleep(20000000); - try out.print("\x1B[2J", .{}); + //sleep(1000000); try triangle(buffer, w, vec); bounce(w, &vec.a, 'x'); @@ -185,7 +184,7 @@ fn fillBuffer() !void { bounce(w, &vec2.c, 'x'); bounce(w, &vec2.c, 'y'); try out.print("{s}", .{buffer}); - sleep(10000000); + sleep(30000000); //_ = try stdin.readUntilDelimiterOrEof(&buf, '\n'); } } @@ -253,7 +252,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { er -= dx; } } - } else if (dx < dy and dy > 0 and dx > 0) { + } else if (dx <= dy and dy >= 0 and dx >= 0) { while (y <= p2.y) : (y += 1) { _ = try pixel(buf, w, x, y, '█'); er += dx; @@ -262,7 +261,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { er -= dy; } } - } else if (@abs(dy) < dx and dy < 0 and dx > 0) { + } else if (@abs(dy) <= dx and dy <= 0 and dx >= 0) { while (x <= p2.x) : (x += 1) { _ = try pixel(buf, w, x, y, '█'); er -= dy; @@ -271,7 +270,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { er -= dx; } } - } else if (@abs(dy) > dx and dy < 0 and dx > 0) { + } else if (@abs(dy) >= dx and dy <= 0 and dx >= 0) { while (y >= p2.y) : (y -= 1) { _ = try pixel(buf, w, x, y, '█'); er += dx; @@ -280,7 +279,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { er += dy; } } - } else if (@abs(dx) <= dy and dx < 0 and dy > 0) { + } else if (@abs(dx) <= dy and dx <= 0 and dy >= 0) { while (y <= p2.y) : (y += 1) { _ = try pixel(buf, w, x, y, '█'); er += @abs(dx); @@ -289,7 +288,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { er -= dy; } } - } else if (@abs(dx) > dy and dy > 0 and dx < 0) { + } else if (@abs(dx) >= dy and dy >= 0 and dx <= 0) { while (x >= p2.x) : (x -= 1) { _ = try pixel(buf, w, x, y, '█'); er += dy; @@ -298,7 +297,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { er -= @abs(dx); } } - } else if (dx <= dy and dx < 0 and dy < 0) { + } else if (dx <= dy and dx <= 0 and dy <= 0) { while (x >= p2.x) : (x -= 1) { _ = try pixel(buf, w, x, y, '█'); er += @abs(dy); @@ -307,7 +306,7 @@ fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { er -= @abs(dx); } } - } else if (dx > dy and dy < 0 and dx < 0) { + } 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, '█');