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a58b6ca567
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48
main.zig
48
main.zig
@ -17,9 +17,9 @@ const Winsize = struct {
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ws_ypixel: c_ushort = 0,
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ws_ypixel: c_ushort = 0,
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};
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};
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const Point = struct {
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const Point = struct {
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x: u32,
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x: i32,
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y: u32,
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y: i32,
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z: u32,
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z: i32,
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};
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};
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const Vec3 = struct {
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const Vec3 = struct {
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a: Point,
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a: Point,
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@ -136,11 +136,11 @@ fn fillBuffer() !void {
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};
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};
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_ = vec;
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_ = vec;
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//triangle(vec);
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//triangle(vec);
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_ = try bresenham(buffer, w, Point{ .x = 10, .y = 40, .z = 0 }, Point{ .x = 100, .y = 20, .z = 0 });
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_ = try bresenham(buffer, w, Point{ .x = 10, .y = 40, .z = 0 }, Point{ .x = 30, .y = 10, .z = 0 });
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try file.writeAll(buffer);
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try file.writeAll(buffer);
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}
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}
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fn pixel(buffer: []u8, w: Winsize, x: u64, y: u64, symbol: u21) !void {
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fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {
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const i = 4 * (x + y * w.ws_col);
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const i: usize = @intCast(4 * (x + y * w.ws_col));
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if (i < buffer.len) {
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if (i < buffer.len) {
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const slice = buffer[i .. i + 4];
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const slice = buffer[i .. i + 4];
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print("slice:{u}\n", .{slice});
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print("slice:{u}\n", .{slice});
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@ -152,38 +152,36 @@ fn pixel(buffer: []u8, w: Winsize, x: u64, y: u64, symbol: u21) !void {
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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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var x: u64 = p1.x;
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const x1: i32 = p1.x;
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var y: u64 = p1.y;
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const y1: i32 = p1.y;
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var x: i32 = 0;
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var y: i32 = 0;
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const dx = (p2.x - p1.x);
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const dx = (p2.x - p1.x);
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const a: u32 = 20;
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print("p2: {} - {},{}\n", .{ p2.y, p1.y, p2.y - p1.y });
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const b: u32 = 40;
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const dy: i64 = (p2.y - p1.y);
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var c1: i64 = 0;
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c1 = a - b;
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print("c:{}\n", .{c1});
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print("p2: {} - {},{}", .{ p2.y, p1.y, p2.y - p1.y });
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var dy: i64 = ((p2.y) - (p1.y));
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//const slope = dx/dy;
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//const slope = dx/dy;
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var er: i64 = 0;
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var er: i64 = 0;
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if (dy > 0 and dy <= dx) {
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x = x1;
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y = y1;
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}
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if (dy < 0 and @abs(dy) > dx) {
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print("octant2\n", .{});
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x = y1;
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y = x1;
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}
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while (x <= p2.x) : (x += 1) {
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while (x <= p2.x) : (x += 1) {
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print("[bresenham]x:{},y:{},er:{},dx:{},dy:{}\n", .{ x, y, er, dx, dy });
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print("[bresenham]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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if (dy > 0) {
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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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er -= dx;
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er -= dx;
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}
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}
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} else if (dy < 0) {
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er -= dy;
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if (2 * er >= dx) {
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y -= 1;
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er += dx;
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}
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}
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}
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}
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}
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dy = 0;
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}
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//fn triangle(vec: Vec3) void {
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//fn triangle(vec: Vec3) void {
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