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-rw-r--r--src/main.rs48
1 files changed, 37 insertions, 11 deletions
diff --git a/src/main.rs b/src/main.rs
index aa149e3..5768622 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -23,9 +23,7 @@ fn shader_from_source(source: &CStr, shader_type: GLenum) -> GLuint {
gl::ShaderSource(shader, 1, &source.as_ptr(), std::ptr::null());
gl::CompileShader(shader);
let mut success: gl::types::GLint = 1;
- unsafe {
- gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success);
- }
+ gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success);
if success == 0 {
println!("Compilation error: {}", source.to_str().unwrap());
}
@@ -34,8 +32,8 @@ fn shader_from_source(source: &CStr, shader_type: GLenum) -> GLuint {
}
fn main() {
- let a = Lerp::new(vec![2.0, -2.0, 2.0]);
- let b = Lerp::new(vec![-1.0, 1.0, 2.0]);
+ 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);
@@ -48,8 +46,8 @@ fn main() {
gl_attr.set_context_profile(sdl2::video::GLProfile::Core);
gl_attr.set_context_version(4, 1);
- let window_w: u32 = 800;
- let window_h: u32 = 600;
+ let window_w: u32 = 1920;
+ let window_h: u32 = 1080;
let window = video_subsystem
.window("bezier", window_w, window_h)
@@ -87,12 +85,40 @@ fn main() {
".to_vec();
let fragment_shader_source = b"
- #version 410 core
- out vec4 FragColor;
+#version 410 core
+out vec4 FragColor;
- void main() {
- FragColor = vec4(0.4, 0.8, 0.2, 1.0);
+float p1[3] = float[3](200, 400, 1300);
+float p2[3] = float[3](100, 900, -970);
+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 res = 100;
+ float thr = 32;
+ float closest = 10000;
+ float t = 0.0;
+ 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 n = vec2(-(b - a).y, (b - a).x);
+ float d = dot(a - pos, n) / length(n);
+ if (d < closest) {
+ closest = d;
}
+ t = step;
+ }
+ return 1 - pow(closest / thr, 2);
+}
+
+void main() {
+ float r = inside(gl_FragCoord.xy);
+ FragColor = vec4(r * 0.8, r * 0.2, r, 1.0);
+}
".to_vec();
let mut vbo: GLuint = 0;