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authorJuan Manuel Tomás <jtomas1815@gmail.com>2021-01-17 18:08:45 -0300
committerJuan Manuel Tomás <jtomas1815@gmail.com>2021-01-17 18:08:45 -0300
commitbc4d45fa639e32394081f726cbb1f093eb469b0a (patch)
tree7d808840fb8f68a42ed04d26c3d6a8bf9cd9e8cb /src/main.rs
parent727b1c2ee98d395429ec1e667279fc3f5fec3a5c (diff)
downloadbezier-bc4d45fa639e32394081f726cbb1f093eb469b0a.tar.gz
bezier-bc4d45fa639e32394081f726cbb1f093eb469b0a.zip
Remove dead code
Diffstat (limited to 'src/main.rs')
-rw-r--r--src/main.rs175
1 files changed, 90 insertions, 85 deletions
diff --git a/src/main.rs b/src/main.rs
index 9f9ad9f..a9bfcf9 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -1,8 +1,8 @@
mod lerp;
-mod number;
mod poly;
use lerp::Lerp;
+use poly::Poly;
use std::ffi::{CStr, CString};
@@ -25,6 +25,92 @@ fn shader_from_source(source: &CStr, shader_type: GLenum) -> GLuint {
}
}
+fn compile_bezier_shader(a: Poly, b: Poly) -> GLuint {
+ let vertex_shader_source = b"
+ #version 410 core
+ layout (location = 0) in vec3 aPos;
+
+ void main() {
+ gl_Position = vec4(aPos.xyz, 1.0);
+ }
+ "
+ .to_vec();
+
+ let fragment_shader_source = format!(
+ "
+ #version 410 core
+ out vec4 FragColor;
+
+ float pa[{sa}] = float[{sa}]({pa});
+ float pb[{sb}] = float[{sb}]({pb});
+
+ float eval_a(float[{sa}] v, float t) {{
+ float result = 0.0;
+ for (int i = 0; i < {sa}; i++) {{
+ result += v[i] * pow(t, i);
+ }}
+ return result;
+ }}
+
+ float eval_b(float[{sb}] v, float t) {{
+ float result = 0.0;
+ for (int i = 0; i < {sb}; i++) {{
+ result += v[i] * pow(t, i);
+ }}
+ return result;
+ }}
+
+ float inside(vec2 pos) {{
+ float res = 100;
+ float thr = 32;
+ 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));
+ 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;
+ }}
+ t = step;
+ }}
+ return 1 - closest / thr;
+ }}
+
+ 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();
+
+ let shader_program: GLuint;
+ 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,
+ );
+ shader_program = gl::CreateProgram();
+ gl::AttachShader(shader_program, vertex_shader);
+ gl::AttachShader(shader_program, fragment_shader);
+ gl::LinkProgram(shader_program);
+ gl::DeleteShader(vertex_shader);
+ gl::DeleteShader(fragment_shader);
+ }
+ shader_program
+}
+
fn main() {
let a = lerp::lp(Lerp::new(vec![200.0, 500.0, 500.0]));
let b = lerp::lp(Lerp::new(vec![200.0, 500.0, 200.0]));
@@ -56,75 +142,10 @@ fn main() {
}
let vertices: [f32; 18] = [
- 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, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0, -1.0, 1.0,
+ 0.0,
];
- let vertex_shader_source = b"
- #version 410 core
- layout (location = 0) in vec3 aPos;
-
- void main() {
- gl_Position = vec4(aPos.xyz, 1.0);
- }
- "
- .to_vec();
-
- 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 eval_a(float[{sa}] v, float t) {{
- float result = 0.0;
- for (int i = 0; i < {sa}; i++) {{
- result += v[i] * pow(t, i);
- }}
- return result;
-}}
-
-float eval_b(float[{sb}] v, float t) {{
- float result = 0.0;
- for (int i = 0; i < {sb}; i++) {{
- result += v[i] * pow(t, i);
- }}
- return result;
-}}
-
-float inside(vec2 pos) {{
- float res = 100;
- float thr = 32;
- 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));
- 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;
- }}
- t = step;
- }}
- return 1 - closest / thr;
-}}
-
-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();
-
let mut vbo: GLuint = 0;
let mut vao: GLuint = 0;
unsafe {
@@ -149,23 +170,7 @@ void main() {{
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,
- );
- shader_program = gl::CreateProgram();
- gl::AttachShader(shader_program, vertex_shader);
- gl::AttachShader(shader_program, fragment_shader);
- gl::LinkProgram(shader_program);
- gl::DeleteShader(vertex_shader);
- gl::DeleteShader(fragment_shader);
- }
+ let shader_program = compile_bezier_shader(a, b);
let mut event_pump = sdl_context.event_pump().unwrap();
'running: loop {