const std = @import("std"); const expect = std.testing.expect; const print = std.debug.print; const getenv = std.posix.getenv; 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"); @cInclude("stdio.h"); }); const Winsize = struct { ws_row: c_ushort = 0, ws_col: c_ushort = 0, ws_xpixel: c_ushort = 0, ws_ypixel: c_ushort = 0, }; const Direction = struct { x: i8 = 1, y: i8 = 1, z: i8 = 1, }; const Point = struct { x: i32, y: i32, z: i32, direction: Direction, //for movement state }; const Vec3 = struct { a: Point, b: Point, c: Point, }; pub fn main() !void { var win = Winsize{}; win = try getTermDimension(); print("winsize.ws_row: {}\nws_line: {}\nws_xpixel: {} \nws_ypixel: {}\n", .{ win.ws_row, win.ws_col, win.ws_xpixel, win.ws_ypixel }); try draw(); } fn getTermDimension() !Winsize { var w = Winsize{}; var ret: u16 = 0; const err = error{CUnknown}; //print("stdout_fileno: {}\n", .{@TypeOf(std.c.STDOUT_FILENO)}); ret = @intCast(ioctl(std.c.STDOUT_FILENO, c.TIOCGWINSZ, &w)); if (ret > 0) { return err.CUnknown; } //print("winsize.ws_row: {}\nws_line: {}\nws_xpixel: {} \nws_ypixel: {}\n", .{ w.ws_row, w.ws_col, w.ws_xpixel, w.ws_ypixel }); return w; } fn draw() !void { const allocator = std.heap.page_allocator; var w = Winsize{}; var i: u64 = 0; var ii: u64 = 0; var buf = std.mem.zeroes([2]u8); var slice: []u8 = undefined; var bytes_written: u3 = 0; var buffer_size: u32 = 0; buf[0] = 0; w = try getTermDimension(); buffer_size = w.ws_row; buffer_size = buffer_size * w.ws_col * 4; var buffer = try allocator.alloc(u8, buffer_size); //utf-8 can be 4 bytes long defer allocator.free(buffer); var vec = Vec3{ .a = Point{ .x = 20, .y = 30, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } }, .b = Point{ .x = 50, .y = 40, .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 } }, }; //video loop while (true) { buffer[0] = 0; i = 0; //clear buffer while (i < buffer.len) : (i += 4) { slice = buffer[i .. i + 4]; bytes_written = try std.unicode.utf8Encode(' ', slice); ii = 0; while ((bytes_written + ii) < 4) : (ii += 1) { slice[bytes_written + ii] = 0; } } try triangle(buffer, w, vec); //_ = try bresenham(buffer, w, Point{ .x = 10, .y = 10, .z = 0 }, Point{ .x = 30, .y = 12, .z = 0 }); try out.print("\x1B[2J", .{}); //sleep(100000); try triangle(buffer, w, vec); mv_axis_border_bounce(w, &vec.a, 'x'); mv_axis_border_bounce(w, &vec.a, 'y'); mv_axis_border_bounce(w, &vec.b, 'x'); mv_axis_border_bounce(w, &vec.b, 'y'); mv_axis_border_bounce(w, &vec.c, 'x'); mv_axis_border_bounce(w, &vec.c, 'y'); try triangle(buffer, w, vec2); mv_axis_border_bounce(w, &vec2.a, 'x'); mv_axis_border_bounce(w, &vec2.a, 'y'); mv_axis_border_bounce(w, &vec2.b, 'x'); mv_axis_border_bounce(w, &vec2.b, 'Y'); mv_axis_border_bounce(w, &vec2.c, 'x'); mv_axis_border_bounce(w, &vec2.c, 'y'); try out.print("{s}", .{buffer}); sleep(30000000); //_ = try stdin.readUntilDelimiterOrEof(&buf, '\n'); } } fn mv_axis_border_bounce(w: Winsize, point: *Point, axis: u8) void { var cor = &point.x; var dir = &point.direction.x; var upper = w.ws_col; switch (axis) { 'x' => { cor = &point.x; upper = w.ws_col; dir = &point.direction.x; }, 'y' => { cor = &point.y; upper = w.ws_row; dir = &point.direction.y; }, 'X' => { cor = &point.x; upper = w.ws_col; dir = &point.direction.x; dir.* = -1; }, 'Y' => { cor = &point.y; upper = w.ws_row; dir = &point.direction.y; dir.* = -1; }, else => {}, } if (cor.* < upper and cor.* > 0) { cor.* += dir.*; } if (cor.* >= upper or cor.* <= 0) { dir.* *= -1; cor.* += dir.*; } } fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void { const i: usize = @intCast(4 * (x + y * w.ws_col)); if (i < buffer.len) { //-1 ?? const slice = buffer[i .. i + 4]; _ = try std.unicode.utf8Encode(symbol, slice); //TODO: check length, set not used bytes to zero } else { //print("Error illegal memory access\n", .{}); } } fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void { var x: i32 = p1.x; var y: i32 = p1.y; const dx = (p2.x - p1.x); const dy = (p2.y - p1.y); 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, '█'); er += dy; if (2 * er >= dx) { y += 1; er -= dx; } } } else if (dx <= dy and dy >= 0 and dx >= 0) { while (y <= p2.y) : (y += 1) { _ = try pixel(buf, w, x, y, '█'); er += dx; if (2 * er >= dy) { x += 1; er -= dy; } } } 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; if (2 * er >= dx) { y -= 1; er -= dx; } } } 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; if (2 * er >= dy) { x += 1; er += dy; } } } 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); if (2 * er >= dy) { x -= 1; er -= dy; } } } 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; if (2 * er >= @abs(dx)) { y += 1; er -= @abs(dx); } } } 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); if (2 * er >= @abs(dx)) { y -= 1; er -= @abs(dx); } } } 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, '█'); er += @abs(dx); if (2 * er >= @abs(dx)) { x -= 1; er -= @abs(dy); } } } } fn triangle(buffer: []u8, w: Winsize, vec: Vec3) !void { var vec_fill: Vec3 = vec; try bresenham(buffer, w, vec.a, vec.b); try bresenham(buffer, w, vec.b, vec.c); try bresenham(buffer, w, vec.c, vec.a); while (vec_fill.a.y < vec.c.y) : (vec_fill.a.y += 1) { try bresenham(buffer, w, vec_fill.a, vec.b); } while (vec_fill.a.y > vec.c.y) : (vec_fill.a.y -= 1) { try bresenham(buffer, w, vec_fill.a, vec.b); } }