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authorJuan Manuel Tomás <jtomas1815@gmail.com>2021-01-17 17:29:38 -0300
committerJuan Manuel Tomás <jtomas1815@gmail.com>2021-01-17 17:29:38 -0300
commit5698a5ac7303b128f13e9b656e8446d24a2c1f24 (patch)
tree82650ce03cea7178f028ab2d33e362501d649fd9 /src/main.rs
parent7b2524be8efae04a80691743b06018a6b0fdbe3e (diff)
downloadbezier-5698a5ac7303b128f13e9b656e8446d24a2c1f24.tar.gz
bezier-5698a5ac7303b128f13e9b656e8446d24a2c1f24.zip
Fix artifacts when curve crosses itself
Diffstat (limited to 'src/main.rs')
-rw-r--r--src/main.rs66
1 files changed, 42 insertions, 24 deletions
diff --git a/src/main.rs b/src/main.rs
index becb510..242a1ef 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -4,8 +4,7 @@ mod poly;
use lerp::Lerp;
-use std::os::raw::c_void;
-use std::ffi::{CString, CStr};
+use std::ffi::{CStr, CString};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
@@ -27,8 +26,8 @@ fn shader_from_source(source: &CStr, shader_type: GLenum) -> GLuint {
}
fn main() {
- let a = lerp::lp(Lerp::new(vec![100.0, 200.0, 800.0]));
- let b = lerp::lp(Lerp::new(vec![100.0, 550.0, 500.0]));
+ let a = lerp::lp(Lerp::new(vec![100.0, 200.0, 800.0, 400.0, 800.0, 100.0]));
+ let b = lerp::lp(Lerp::new(vec![100.0, 550.0, 500.0, 300.0, 200.0, 800.0]));
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
@@ -48,7 +47,7 @@ fn main() {
.build()
.unwrap();
- let gl_context = window.gl_create_context().unwrap();
+ let _gl_context = window.gl_create_context().unwrap();
gl::load_with(|s| video_subsystem.gl_get_proc_address(s) as *const std::os::raw::c_void);
@@ -57,14 +56,8 @@ fn main() {
}
let vertices: [f32; 18] = [
- // first triangle
- 1.0, 1.0, 0.0,
- 1.0, -1.0, 0.0,
- -1.0, 1.0, 0.0,
- // // second triangle
- 1.0, -1.0, 0.0,
- -1.0, -1.0, 0.0,
- -1.0, 1.0, 0.0
+ 1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, 1.0, 0.0,
+ 1.0, -1.0, 0.0, -1.0, -1.0, 0.0, -1.0, 1.0, 0.0,
];
let vertex_shader_source = b"
@@ -74,15 +67,16 @@ fn main() {
void main() {
gl_Position = vec4(aPos.xyz, 1.0);
}
- ".to_vec();
+ "
+ .to_vec();
- let fragment_shader_source = String::from(format!("
+ let fragment_shader_source = String::from(format!(
+ "
#version 410 core
out vec4 FragColor;
float pa[{sa}] = float[{sa}]({pa});
float pb[{sb}] = float[{sb}]({pb});
-float threshold = 0.1;
float eval_a(float[{sa}] v, float t) {{
float result = 0.0;
@@ -103,14 +97,14 @@ float eval_b(float[{sb}] v, float t) {{
float inside(vec2 pos) {{
float res = 100;
float thr = 32;
- float closest = 10000;
+ float closest = 1000000;
float t = 0.0;
while (t < 1.0) {{
float step = t + 1.0 / res;
vec2 a = vec2(eval_a(pa, t), eval_b(pb, t));
vec2 b = vec2(eval_a(pa, step), eval_b(pb, step));
- vec2 n = vec2(-(b - a).y, (b - a).x);
- float d = dot(a - pos, n) / length(n);
+ float c = pow(length(a - b), 2);
+ float d = distance(pos, a + clamp(dot(pos - a, b - a) / c, 0, 1) * (b - a));
if (d < closest) {{
closest = d;
}}
@@ -123,7 +117,13 @@ void main() {{
float r = inside(gl_FragCoord.xy);
FragColor = vec4(r * 0.8, r * 0.2, r, 1.0);
}}
- ", sa = a.degree() + 1, sb = b.degree() + 1, pa = &a, pb = &b)).into_bytes();
+ ",
+ sa = a.degree() + 1,
+ sb = b.degree() + 1,
+ pa = &a,
+ pb = &b
+ ))
+ .into_bytes();
let mut vbo: GLuint = 0;
let mut vao: GLuint = 0;
@@ -132,15 +132,33 @@ void main() {{
gl::BindVertexArray(vao);
gl::GenBuffers(1, &mut vbo);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
- gl::BufferData(gl::ARRAY_BUFFER, (vertices.len() * std::mem::size_of::<f32>()) as GLsizeiptr, vertices.as_ptr() as *const GLvoid, gl::STATIC_DRAW);
- gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, (3 * std::mem::size_of::<f32>()) as GLint, std::ptr::null());
+ gl::BufferData(
+ gl::ARRAY_BUFFER,
+ (vertices.len() * std::mem::size_of::<f32>()) as GLsizeiptr,
+ vertices.as_ptr() as *const GLvoid,
+ gl::STATIC_DRAW,
+ );
+ gl::VertexAttribPointer(
+ 0,
+ 3,
+ gl::FLOAT,
+ gl::FALSE,
+ (3 * std::mem::size_of::<f32>()) as GLint,
+ std::ptr::null(),
+ );
gl::EnableVertexAttribArray(0);
}
let mut shader_program: GLuint = 0;
unsafe {
- let vertex_shader = shader_from_source(&CString::from_vec_unchecked(vertex_shader_source), gl::VERTEX_SHADER);
- let fragment_shader = shader_from_source(&CString::from_vec_unchecked(fragment_shader_source), gl::FRAGMENT_SHADER);
+ let vertex_shader = shader_from_source(
+ &CString::from_vec_unchecked(vertex_shader_source),
+ gl::VERTEX_SHADER,
+ );
+ let fragment_shader = shader_from_source(
+ &CString::from_vec_unchecked(fragment_shader_source),
+ gl::FRAGMENT_SHADER,
+ );
shader_program = gl::CreateProgram();
gl::AttachShader(shader_program, vertex_shader);
gl::AttachShader(shader_program, fragment_shader);