123 lines
3.7 KiB
Zig
123 lines
3.7 KiB
Zig
const std = @import("std");
|
|
const term = @import("term.zig");
|
|
const Winsize = term.Winsize;
|
|
|
|
pub const Direction = struct {
|
|
x: i8 = 1,
|
|
y: i8 = 1,
|
|
z: i8 = 1,
|
|
};
|
|
pub const Point = struct {
|
|
x: i32 = 0,
|
|
y: i32 = 0,
|
|
z: i32 = 0,
|
|
direction: Direction, //for movement state
|
|
};
|
|
pub const Vec3 = struct {
|
|
a: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
|
|
b: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
|
|
c: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
|
|
};
|
|
pub const Triangle = struct {
|
|
bufa: *i32,
|
|
bufb: *i32,
|
|
bufc: *i32,
|
|
};
|
|
|
|
pub 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", .{});
|
|
}
|
|
}
|
|
pub 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
pub fn triangle(buffer: []u8, w: Winsize, vector: Vec3) !void {
|
|
try bresenham(buffer, w, vector.a, vector.b);
|
|
try bresenham(buffer, w, vector.b, vector.c);
|
|
try bresenham(buffer, w, vector.c, vector.a);
|
|
}
|