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2024-10-11 02:54:35 -04:00

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// "Squashes" two dimensional coordinates onto the one dimensional screen buffer
draw :: (using screen: *Screen, p: Vec2s64, char: u8 = DEFAULT_PIXEL_CHAR) {
if p.x >= 0 && p.x < width && p.y >= 0 && p.y < height {
buffer[p.y * width + p.x] = char;
}
}
// Implementation of the Bresenham line algorithm
// https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
draw_line :: (screen: *Screen, p1: Vec2s64, p2: Vec2s64, char: u8 = DEFAULT_PIXEL_CHAR) {
p1_c := p1;
p2_c := p2;
dx := abs(p2_c.x - p1_c.x);
dy := -abs(p2_c.y - p1_c.y);
sx := ifx p1_c.x < p2_c.x then 1 else -1;
sy := ifx p1_c.y < p2_c.y then 1 else -1;
err := dx + dy;
e2 : s64;
while true {
draw(screen, Vec2s64.{p1_c.x, p1_c.y}, char);
if p1_c.x == p2_c.x && p1_c.y == p2_c.y then break;
e2 = 2 * err;
if e2 >= dy {
err += dy;
p1_c.x += sx;
}
if e2 <= dx {
err += dx;
p1_c.y += sy;
}
}
}
draw_triangle :: (screen: *Screen, p1: Vec2s64, p2: Vec2s64, p3: Vec2s64, char: u8 = DEFAULT_PIXEL_CHAR) {
draw_line(screen, p1, p2, char);
draw_line(screen, p2, p3, char);
draw_line(screen, p3, p1, char);
}
draw_triangle :: (screen: *Screen, t: Triangle, char: u8 = DEFAULT_PIXEL_CHAR) {
draw_triangle(screen, t.p1, t.p2, t.p3, char);
}
draw_quad :: (screen: *Screen, p1: Vec2s64, p2: Vec2s64, char: u8 = DEFAULT_PIXEL_CHAR) {
// (x1, y1) => top left
// (x2, y2) => bottom right
draw_line(screen, .{p1.x, p1.y}, .{p1.x, p2.y}, char);
draw_line(screen, .{p1.x, p2.y}, .{p2.x, p2.y}, char);
draw_line(screen, .{p2.x, p2.y}, .{p2.x, p1.y}, char);
draw_line(screen, .{p2.x, p1.y}, .{p1.x, p1.y}, char);
}
draw_quad :: (screen: *Screen, p1: Vec2s64, p2: Vec2s64, p3: Vec2s64, p4: Vec2s64, char: u8 = DEFAULT_PIXEL_CHAR) {
// (x1, y1) => top left
// (x2, y2) => bottom left
// (x3, y3) => bottom right
// (x4, y4) => top right
draw_line(screen, .{p1.x, p1.y}, .{p2.x, p2.y}, char);
draw_line(screen, .{p2.x, p2.y}, .{p3.x, p3.y}, char);
draw_line(screen, .{p3.x, p3.y}, .{p4.x, p4.y}, char);
draw_line(screen, .{p4.x, p4.y}, .{p1.x, p1.y}, char);
}
draw_quad :: (screen: *Screen, q: Quad, char: u8 = DEFAULT_PIXEL_CHAR) {
draw_quad(screen, q.p1, q.p2, q.p3, q.p4, char);
}
draw_text :: (using screen: *Screen, p: Vec2s64, s: string) {
if p.x >= 0 && p.x < width && p.y >= 0 && p.y < height {
for cast([]u8)s {
buffer[(p.y * width + p.x) + it_index] = it;
}
}
}
// When attempting to draw outside of the visible screen, "clip" the pixels
// by setting their position to the maximum width / height available
clip :: (using screen: *Screen, p: *Vec2s64) {
if p.x < 0 then p.x = 0;
if p.x >= width then p.x = width;
if p.y < 0 then p.y = 0;
if p.y >= height then p.y = height;
}
fill :: (screen: *Screen, p1: Vec2s64, p2: Vec2s64, char: u8 = DEFAULT_PIXEL_CHAR) {
clip(screen, *p1);
clip(screen, *p2);
for x: p1.x..p2.x {
for y: p1.y..p2.y {
draw(screen, .{x, y}, char);
}
}
}
fill_entire_screen :: (screen: *Screen, char: u8 = DEFAULT_PIXEL_CHAR) {
fill(screen, .{0,0}, .{screen.width, screen.height}, char);
}