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path: root/src/main.rs
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mod lerp;
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::*;

fn shader_from_source(source: &CStr, shader_type: GLenum) -> GLuint {
    unsafe {
        let shader: GLuint = gl::CreateShader(shader_type);
        gl::ShaderSource(shader, 1, &source.as_ptr(), std::ptr::null());
        gl::CompileShader(shader);
        let mut success: gl::types::GLint = 1;
        gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success);
        if success == 0 {
            println!("Compilation error: {}", source.to_str().unwrap());
        }
        shader
    }
}

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 sdl_context = sdl2::init().unwrap();
    let video_subsystem = sdl_context.video().unwrap();

    let gl_attr = video_subsystem.gl_attr();

    gl_attr.set_context_profile(sdl2::video::GLProfile::Core);
    gl_attr.set_context_version(4, 1);

    let window_w: u32 = 1920;
    let window_h: u32 = 1080;

    let window = video_subsystem
        .window("bezier", window_w, window_h)
        .position_centered()
        .opengl()
        .build()
        .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);

    unsafe {
        gl::Viewport(0, 0, window_w as i32, window_h as i32);
    }

    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
    ];

    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 = b"
#version 410 core
out vec4 FragColor;

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;
    let mut vao: GLuint = 0;
    unsafe {
        gl::GenVertexArrays(1, &mut vao);
        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::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 mut event_pump = sdl_context.event_pump().unwrap();
    'running: loop {
        for event in event_pump.poll_iter() {
            match event {
                Event::Quit { .. }
                | Event::KeyDown {
                    keycode: Some(Keycode::Escape),
                    ..
                } => break 'running,
                _ => {}
            }
        }

        unsafe {
            gl::Clear(gl::COLOR_BUFFER_BIT);
            gl::UseProgram(shader_program);
            gl::DrawArrays(gl::TRIANGLES, 0, 6);
        }

        window.gl_swap_window();
    }
}