update module
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@@ -1,13 +1,13 @@
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draw :: (screen: *Screen, x: s64, y: s64, char: PIXEL_TYPE = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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draw :: (screen: *Screen, x: s64, y: s64, char: PIXEL_CHAR = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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using screen;
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if x >= 0 && x < width && y >= 0 && y < height {
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buffer[y * width + x].type = char;
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buffer[y * width + x].char = char;
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buffer[y * width + x].color = color;
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}
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}
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draw_line :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, char: PIXEL_TYPE = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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draw_line :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, char: PIXEL_CHAR = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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x, y, dx, dy, dx1, dy1, xe, ye, px, py : s64;
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dx = x2 - x1;
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@@ -72,7 +72,7 @@ draw_line :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, char: PIXEL_T
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}
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}
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draw_triangle :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, x3: s64, y3: s64, char: PIXEL_TYPE = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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draw_triangle :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, x3: s64, y3: s64, char: PIXEL_CHAR = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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draw_line(x1, y1, x2, y2, char, color);
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draw_line(x2, y2, x3, y3, char, color);
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draw_line(x3, y3, x1, y1, char, color);
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@@ -81,23 +81,26 @@ draw_triangle :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, x3: s64,
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clip :: (screen: *Screen, x: *s64, y: *s64) {
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using screen;
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if x < 0 then x = 0;
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if x >= width then x = width;
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if y < 0 then y = 0;
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if y >= height then y = height;
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if x.* < 0 then x.* = 0;
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if x.* >= width then x.* = width;
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if y.* < 0 then y.* = 0;
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if y.* >= height then y.* = height;
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}
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fill :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, char: PIXEL_TYPE = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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fill :: (screen: *Screen, x1: s64, y1: s64, x2: s64, y2: s64, char: PIXEL_CHAR = .PIXEL_SOLID, color: COLOR = .FG_WHITE) {
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clip(screen, *x1, *y1);
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clip(screen, *x2, *y2);
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for x: x1..x2 {
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for y: y1..y2 {
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draw(x, y, char, color);
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draw(screen, x, y, char, color);
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}
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}
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}
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fill_entire_screen :: (screen: *Screen, char: PIXEL_CHAR = .PIXEL_SOLID, color: COLOR = .BG_BLACK) {
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fill(screen, 0, 0, screen.width, screen.height, char, color);
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}
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draw_string :: (screen: *Screen, x: s64, y: s64, text: string, c: COLOR = .FG_WHITE) {
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assert(false, "not implemented");
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@@ -1,3 +1,60 @@
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/******************************************************
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* Copyright 2024 Max Amundsen - All Rights Reserved
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******************************************************
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Console Screen Rendering:
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Terminal emulators, or consoles, are programs that display text from a sequence of characters.
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These characters are usually fixed-width, meaning each character takes up the same amount of space on screen.
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The dimensions of your console window determines how the console will display the text in rows and columns.
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This module is designed to draw simple 2d, or 3d shapes, inside a standard terminal emulator program.
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--------------------------------------------------------------
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Suppose the following sequence of characters is sent to the console:
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['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U']
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For a console displaying 7 characters horizontally, and 3 characters vertically, the result would be the following:
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0123456
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_________
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0 |ABCDEFG|
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1 |HIJKLMN|
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2 |OPQRSTU|
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---------
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=> Calculating the two dimensional area of the console output yields the number of elements in the initial 1D sequence:
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(7 * 3) = 21
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This may appear obvious, however this is an important connection to make, when considering how the console represents its output.
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--------------------------------------------------------------
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The console application automatically transforms our 1D sequence, to a 2D sequence displayed on your monitor, based on the size of the console window.
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As displayed in the above figure, the 0th element, 'A', in the sequence represents (0,0) in 2D space, while the 9th element, 'J' represents (2,1).
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The console application will automatically draw the characters on your screen for you.
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Because the console application is responsible for transforming our 1D array into a 2D output, we must provide the console with a 1D array.
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Therefore in order to draw 2D and 3D elements on the screen, we must construct procedures in the code to represent the transformations from
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higher dimensions, down to the first dimension.
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This simple 2d -> 1d transformation is implemented as the `draw` procedure found in the `draw.jai` file in this module.
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*/
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Screen :: struct {
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width : s64;
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height: s64;
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buffer: [..] Char_Info;
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}
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Char_Info :: struct {
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color: COLOR;
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char : PIXEL_CHAR;
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}
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COLOR :: enum u32 {
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FG_BLACK :: 0x0000;
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FG_DARK_BLUE :: 0x0001;
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@@ -33,24 +90,13 @@ COLOR :: enum u32 {
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BG_WHITE :: 0x00F0;
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}
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PIXEL_TYPE :: enum u32 {
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PIXEL_CHAR :: enum u32 {
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PIXEL_SOLID :: 0x2588;
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PIXEL_THREEQUARTERS :: 0x2593;
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PIXEL_HALF :: 0x2592;
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PIXEL_QUARTER :: 0x2591;
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}
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Char_Info :: struct {
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color: COLOR;
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type : PIXEL_TYPE;
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}
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Screen :: struct {
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width : s64;
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height: s64;
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buffer: [..] Char_Info;
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}
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init_screen :: (screen: *Screen, width: s64, height: s64) {
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buffer : [..] Char_Info;
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