continue with specification

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2026-04-28 20:15:28 -07:00
parent f84b5e7447
commit 3ab53f3158
113 changed files with 21321 additions and 7 deletions

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/*
* MIT License
*
* Copyright (c) 2026 Mark Allyn
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
// Author: Mark Allyn
//
// dot_animation/main.cpp
//
// Position and color are computed entirely inside the shaders from a single
// u_anim_time uniform. The CPU only measures wall-clock time and forwards it
// each frame — no per-frame state variables on the CPU side.
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cstdio>
#include <cstdlib>
// ---------------------------------------------------------------------------
// Vertex shader
//
// Derives x and y from u_anim_time:
// 60 steps per second; x and y each advance 0.01 per step.
// Both reset to 0 when x reaches 0.9 (every 90 steps).
// u_anim_time is negative during the initial 1-second pause — dot sits at center.
// ---------------------------------------------------------------------------
static const char* vertex_shader_src = R"glsl(
#version 330 core
uniform float u_anim_time;
void main()
{
float x = 0.0;
float y = 0.0;
if (u_anim_time >= 0.0)
{
float step_f = floor(u_anim_time * 60.0);
float x_step = mod(step_f, 90.0);
x = x_step * 0.01;
y = x_step * 0.01;
}
gl_Position = vec4(x, y, 0.0, 1.0);
gl_PointSize = 4.0;
}
)glsl";
// ---------------------------------------------------------------------------
// Fragment shader
//
// Derives color from u_anim_time using total (never-reset) step count:
// Steps 0-254: red fades 1.0 -> 0.0 (1/255 per step), green=1, blue=1
// Step 255+: red rises +0.01/step, green falls -0.01/step, blue=1
// ---------------------------------------------------------------------------
static const char* fragment_shader_src = R"glsl(
#version 330 core
uniform float u_anim_time;
out vec4 frag_color;
void main()
{
float red = 1.0;
float green = 1.0;
if (u_anim_time >= 0.0)
{
float total_step = floor(u_anim_time * 60.0);
if (total_step < 255.0)
{
red = 1.0 - total_step / 255.0;
}
else
{
float steps2 = total_step - 255.0;
red = clamp(steps2 * 0.01, 0.0, 1.0);
green = clamp(1.0 - steps2 * 0.01, 0.0, 1.0);
}
}
frag_color = vec4(red, green, 1.0, 1.0);
}
)glsl";
// ---------------------------------------------------------------------------
// compile_shader
// ---------------------------------------------------------------------------
static GLuint compile_shader(GLenum type, const char* src)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, nullptr);
glCompileShader(shader);
GLint ok = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (!ok)
{
char log[512];
glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
std::fprintf(stderr, "Shader compile error:\n%s\n", log);
}
return shader;
}
// ---------------------------------------------------------------------------
// build_program
// ---------------------------------------------------------------------------
static GLuint build_program(const char* vert_src, const char* frag_src)
{
GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
GLuint program = glCreateProgram();
glAttachShader(program, vert);
glAttachShader(program, frag);
glLinkProgram(program);
GLint ok = 0;
glGetProgramiv(program, GL_LINK_STATUS, &ok);
if (!ok)
{
char log[512];
glGetProgramInfoLog(program, sizeof(log), nullptr, log);
std::fprintf(stderr, "Program link error:\n%s\n", log);
}
glDeleteShader(vert);
glDeleteShader(frag);
return program;
}
// ---------------------------------------------------------------------------
// main
// ---------------------------------------------------------------------------
int main()
{
if (!glfwInit())
{
std::fprintf(stderr, "glfwInit failed\n");
return EXIT_FAILURE;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "Dot Animation", nullptr, nullptr);
if (!window)
{
std::fprintf(stderr, "glfwCreateWindow failed\n");
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)))
{
std::fprintf(stderr, "GLAD init failed\n");
return EXIT_FAILURE;
}
glEnable(GL_PROGRAM_POINT_SIZE);
GLuint shader_program = build_program(vertex_shader_src, fragment_shader_src);
GLint loc_anim_time = glGetUniformLocation(shader_program, "u_anim_time");
/* Empty VAO — vertex shader derives position from the uniform,
no vertex attributes are needed. */
GLuint vao = 0;
glGenVertexArrays(1, &vao);
/* anim_start is set 1 second into the future so that u_anim_time is
negative for the first second (dot held at center, white). */
double anim_start = glfwGetTime() + 1.0;
while (!glfwWindowShouldClose(window))
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
float anim_time = static_cast<float>(glfwGetTime() - anim_start);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glUniform1f(loc_anim_time, anim_time);
glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, 1);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &vao);
glDeleteProgram(shader_program);
glfwDestroyWindow(window);
glfwTerminate();
return EXIT_SUCCESS;
}