zig-learn/main.zig
2024-10-29 11:29:31 +01:00

313 lines
9.1 KiB
Zig

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,
};
const Triangle = struct {
bufa: *i32,
bufb: *i32,
bufc: *i32,
};
pub fn main() !void {
var win = Winsize{};
win = try getTermDimension();
print("winsize.ws_row: {}\nws_col: {}\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 } },
};
_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
//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 fill_draw(w, buffer);
try out.print("{s}", .{buffer});
_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
sleep(30000000);
}
}
fn fill_draw(w: Winsize, buffer: []u8) !void {
var i: u64 = 0;
var ii: u16 = 0;
var iii: u16 = 0;
var fill: u8 = 0;
var start: u16 = 0;
var end: u16 = 0;
var code: [4]u8 = std.mem.zeroes([4]u8);
_ = try std.unicode.utf8Encode('█', &code);
while (i < buffer.len - w.ws_col * 4) : (i += w.ws_col * 4) {
var line: []u8 = buffer[i .. i + w.ws_col * 4];
fill = 0;
start = 0;
end = 0;
ii = 0;
iii = 0;
while (ii < line.len - 4) : (ii += 4) {
const utf_slice: []u8 = line[ii .. ii + 4];
if (std.mem.eql(u8, utf_slice, &code) == true and fill == 0) {
fill = 1;
start = ii;
iii = ii;
while (iii < line.len - 4) : (iii += 4) {
const lookahead: []u8 = line[iii .. iii + 4];
if (std.mem.eql(u8, lookahead, &code) == true) {
end = iii;
}
}
}
if (ii > start and ii < end and fill == 1 and std.mem.eql(u8, utf_slice, &code) == false) {
_ = try std.unicode.utf8Encode('X', utf_slice);
}
}
}
}
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 {
try bresenham(buffer, w, vec.a, vec.b);
try bresenham(buffer, w, vec.b, vec.c);
try bresenham(buffer, w, vec.c, vec.a);
}