134 lines
4.3 KiB
Zig
134 lines
4.3 KiB
Zig
const std = @import("std");
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const term = @import("term.zig");
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const Winsize = term.Winsize;
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pub const Direction = struct {
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x: i8 = 1,
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y: i8 = 1,
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z: i8 = 1,
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};
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pub const Point = struct {
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x: i32 = 0,
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y: i32 = 0,
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z: i32 = 0,
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direction: Direction, //for movement state
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};
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pub const Vec3 = struct {
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a: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
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b: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
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c: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
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};
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pub const Triangle = struct {
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bufa: *i32,
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bufb: *i32,
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bufc: *i32,
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};
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pub var vec = Vec3{
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.a = Point{ .x = 20, .y = 30, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.b = Point{ .x = 50, .y = 40, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.c = Point{ .x = 30, .y = 1, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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};
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pub var vec2 = Vec3{
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.a = Point{ .x = 20, .y = 20, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.b = Point{ .x = 50, .y = 30, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.c = Point{ .x = 30, .y = 1, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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};
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pub var obj: [10]Vec3 = undefined;
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pub fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {
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const i: usize = @intCast(4 * (x + y * w.ws_col));
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if (i < buffer.len) { //-1 ??
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const slice = buffer[i .. i + 4];
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_ = try std.unicode.utf8Encode(symbol, slice);
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//TODO: check length, set not used bytes to zero
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} else {
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//print("Error illegal memory access\n", .{});
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}
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}
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pub fn bresenham(buf: []u8, w: Winsize, p1: Point, p2: Point) !void {
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var x: i32 = p1.x;
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var y: i32 = p1.y;
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const dx = (p2.x - p1.x);
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const dy = (p2.y - p1.y);
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var er: i64 = 0;
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if (dx >= dy and dy > 0 and dx > 0) {
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while (x <= p2.x) : (x += 1) {
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_ = try pixel(buf, w, x, y, '█');
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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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} else if (dx <= dy and dy >= 0 and dx >= 0) {
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while (y <= p2.y) : (y += 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += dx;
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if (2 * er >= dy) {
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x += 1;
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er -= dy;
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}
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}
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} else if (@abs(dy) <= dx and dy <= 0 and dx >= 0) {
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while (x <= p2.x) : (x += 1) {
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_ = try pixel(buf, w, x, y, '█');
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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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} else if (@abs(dy) >= dx and dy <= 0 and dx >= 0) {
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while (y >= p2.y) : (y -= 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += dx;
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if (2 * er >= dy) {
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x += 1;
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er += dy;
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}
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}
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} else if (@abs(dx) <= dy and dx <= 0 and dy >= 0) {
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while (y <= p2.y) : (y += 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dx);
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if (2 * er >= dy) {
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x -= 1;
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er -= dy;
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}
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}
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} else if (@abs(dx) >= dy and dy >= 0 and dx <= 0) {
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while (x >= p2.x) : (x -= 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += dy;
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if (2 * er >= @abs(dx)) {
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y += 1;
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er -= @abs(dx);
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}
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}
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} else if (dx <= dy and dx <= 0 and dy <= 0) {
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while (x >= p2.x) : (x -= 1) {
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_ = try pixel(buf, w, x, y, '█');
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er += @abs(dy);
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if (2 * er >= @abs(dx)) {
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y -= 1;
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er -= @abs(dx);
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}
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}
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} else if (dx >= dy and dy <= 0 and dx <= 0) {
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while (y >= p2.y) : (y -= 1) {
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//print("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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er += @abs(dx);
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if (2 * er >= @abs(dx)) {
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x -= 1;
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er -= @abs(dy);
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}
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}
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}
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}
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pub fn triangle(buffer: []u8, w: Winsize, vector: Vec3) !void {
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try bresenham(buffer, w, vector.a, vector.b);
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try bresenham(buffer, w, vector.b, vector.c);
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try bresenham(buffer, w, vector.c, vector.a);
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}
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