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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();
}
}
|