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-rw-r--r--src/main.rs60
1 files changed, 32 insertions, 28 deletions
diff --git a/src/main.rs b/src/main.rs
index 5768622..becb510 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -3,17 +3,12 @@ mod number;
mod poly;
use lerp::Lerp;
-use number::Number;
-use std::thread;
-use std::time::Duration;
use std::os::raw::c_void;
use std::ffi::{CString, CStr};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
-use sdl2::pixels::Color;
-use sdl2::rect::Rect;
use gl::types::*;
@@ -32,11 +27,8 @@ fn shader_from_source(source: &CStr, shader_type: GLenum) -> GLuint {
}
fn main() {
- let a = Lerp::new(vec![200.0, 200.0, 200.0]);
- let b = Lerp::new(vec![100.0, 550.0, 1000.0]);
- let pa = lerp::lp(a);
- let pb = lerp::lp(b);
- let p = poly::gcd(&pa, &pb);
+ 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 sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
@@ -84,42 +76,54 @@ fn main() {
}
".to_vec();
- let fragment_shader_source = b"
+ let fragment_shader_source = String::from(format!("
#version 410 core
out vec4 FragColor;
-float p1[3] = float[3](200, 400, 1300);
-float p2[3] = float[3](100, 900, -970);
+float pa[{sa}] = float[{sa}]({pa});
+float pb[{sb}] = float[{sb}]({pb});
float threshold = 0.1;
-float eval(float[3] v, float t) {
- return v[2] * t * t + v[1] * t + v[0];
-}
-
-float inside(vec2 pos) {
+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 = 10000;
float t = 0.0;
- while (t < 1.0) {
+ while (t < 1.0) {{
float step = t + 1.0 / res;
- vec2 a = vec2(eval(p1, t), eval(p2, t));
- vec2 b = vec2(eval(p1, step), eval(p2, step));
+ 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);
- if (d < closest) {
+ if (d < closest) {{
closest = d;
- }
+ }}
t = step;
- }
+ }}
return 1 - pow(closest / thr, 2);
-}
+}}
-void main() {
+void main() {{
float r = inside(gl_FragCoord.xy);
FragColor = vec4(r * 0.8, r * 0.2, r, 1.0);
-}
- ".to_vec();
+}}
+ ", sa = a.degree() + 1, sb = b.degree() + 1, pa = &a, pb = &b)).into_bytes();
let mut vbo: GLuint = 0;
let mut vao: GLuint = 0;