webgl-demo --> lib.rs migration finished

This commit is contained in:
dongho
2024-09-03 23:50:29 +09:00
parent 7bf70c6010
commit 532601bc43
3 changed files with 357 additions and 88 deletions

View File

@ -1,147 +1,138 @@
use wasm_bindgen::prelude::*;
use web_sys::{WebGl2RenderingContext, WebGlProgram, WebGlShader};
use web_sys::{
WebGl2RenderingContext, WebGlBuffer, WebGlProgram, WebGlShader, WebGlVertexArrayObject,
};
#[wasm_bindgen(start)]
fn start() -> Result<(), JsValue> {
pub fn start() -> Result<(), JsValue> {
let document = web_sys::window().unwrap().document().unwrap();
let canvas = document.get_element_by_id("canvas").unwrap();
let canvas = document.get_element_by_id("glcanvas").unwrap();
let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
let context = canvas
let gl = canvas
.get_context("webgl2")?
.unwrap()
.dyn_into::<WebGl2RenderingContext>()?;
let vert_shader = compile_shader(
&context,
&gl,
WebGl2RenderingContext::VERTEX_SHADER,
r##"#version 300 es
in vec4 position;
r#"
attribute vec4 aVertexPosition;
void main() {
gl_Position = position;
gl_Position = aVertexPosition;
}
"##,
"#,
)?;
let frag_shader = compile_shader(
&context,
&gl,
WebGl2RenderingContext::FRAGMENT_SHADER,
r##"#version 300 es
precision highp float;
out vec4 outColor;
r#"
void main() {
outColor = vec4(1, 1, 1, 1);
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
"##,
"#,
)?;
let program = link_program(&context, &vert_shader, &frag_shader)?;
context.use_program(Some(&program));
let program = link_program(&gl, &vert_shader, &frag_shader)?;
gl.use_program(Some(&program));
let positions: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
let buffer = bind_2d_float32_data(&gl, &positions)?;
let vertices: [f32; 9] = [-0.7, -0.7, 0.0, 0.7, -0.7, 0.0, 0.0, 0.7, 0.0];
let position_attribute_location = context.get_attrib_location(&program, "position");
let buffer = context.create_buffer().ok_or("Failed to create buffer")?;
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
// Note that `Float32Array::view` is somewhat dangerous (hence the
// `unsafe`!). This is creating a raw view into our module's
// `WebAssembly.Memory` buffer, but if we allocate more pages for ourself
// (aka do a memory allocation in Rust) it'll cause the buffer to change,
// causing the `Float32Array` to be invalid.
//
// As a result, after `Float32Array::view` we have to be very careful not to
// do any memory allocations before it's dropped.
unsafe {
let positions_array_buf_view = js_sys::Float32Array::view(&vertices);
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&positions_array_buf_view,
WebGl2RenderingContext::STATIC_DRAW,
);
}
let vao = context
.create_vertex_array()
.ok_or("Could not create vertex array object")?;
context.bind_vertex_array(Some(&vao));
context.vertex_attrib_pointer_with_i32(
position_attribute_location as u32,
3,
WebGl2RenderingContext::FLOAT,
false,
0,
0,
);
context.enable_vertex_attrib_array(position_attribute_location as u32);
context.bind_vertex_array(Some(&vao));
let vert_count = (vertices.len() / 3) as i32;
draw(&context, vert_count);
draw(&gl, &program, &buffer)?;
Ok(())
}
fn draw(context: &WebGl2RenderingContext, vert_count: i32) {
context.clear_color(0.0, 0.0, 0.0, 1.0);
context.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
context.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, vert_count);
}
pub fn compile_shader(
context: &WebGl2RenderingContext,
fn compile_shader(
gl: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> Result<WebGlShader, String> {
let shader = context
let shader = gl
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
context.shader_source(&shader, source);
context.compile_shader(&shader);
gl.shader_source(&shader, source);
gl.compile_shader(&shader);
if context
if gl
.get_shader_parameter(&shader, WebGl2RenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(context
Err(gl
.get_shader_info_log(&shader)
.unwrap_or_else(|| String::from("Unknown error creating shader")))
}
}
pub fn link_program(
context: &WebGl2RenderingContext,
fn link_program(
gl: &WebGl2RenderingContext,
vert_shader: &WebGlShader,
frag_shader: &WebGlShader,
) -> Result<WebGlProgram, String> {
let program = context
let program = gl
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
context.attach_shader(&program, vert_shader);
context.attach_shader(&program, frag_shader);
context.link_program(&program);
gl.attach_shader(&program, vert_shader);
gl.attach_shader(&program, frag_shader);
gl.link_program(&program);
if context
if gl
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(context
Err(gl
.get_program_info_log(&program)
.unwrap_or_else(|| String::from("Unknown error creating program object")))
}
}
fn bind_2d_float32_data(
gl: &WebGl2RenderingContext,
positions: &[f32],
) -> Result<WebGlVertexArrayObject, JsValue> {
let position_buffer = gl.create_buffer().ok_or("Failed to create buffer")?;
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&position_buffer));
unsafe {
let positions_array_buf_view = js_sys::Float32Array::view(positions);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&positions_array_buf_view,
WebGl2RenderingContext::STATIC_DRAW,
);
}
let vao = gl
.create_vertex_array()
.ok_or("Could not create vertex array object")?;
gl.bind_vertex_array(Some(&vao));
Ok(vao)
}
fn draw(
gl: &WebGl2RenderingContext,
program: &WebGlProgram,
buffer: &WebGlVertexArrayObject,
) -> Result<(), JsValue> {
gl.clear_color(0.0, 0.0, 0.0, 1.0);
gl.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
gl.use_program(Some(&program));
gl.bind_vertex_array(Some(buffer));
gl.vertex_attrib_pointer_with_i32(0, 2, WebGl2RenderingContext::FLOAT, false, 0, 0);
gl.enable_vertex_attrib_array(0);
gl.draw_arrays(WebGl2RenderingContext::TRIANGLE_STRIP, 0, 4);
Ok(())
}

147
src/lib2.rs Normal file
View File

@ -0,0 +1,147 @@
use wasm_bindgen::prelude::*;
use web_sys::{WebGl2RenderingContext, WebGlProgram, WebGlShader};
#[wasm_bindgen(start)]
fn start() -> Result<(), JsValue> {
let document = web_sys::window().unwrap().document().unwrap();
let canvas = document.get_element_by_id("canvas").unwrap();
let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
let context = canvas
.get_context("webgl2")?
.unwrap()
.dyn_into::<WebGl2RenderingContext>()?;
let vert_shader = compile_shader(
&context,
WebGl2RenderingContext::VERTEX_SHADER,
r##"#version 300 es
in vec4 position;
void main() {
gl_Position = position;
}
"##,
)?;
let frag_shader = compile_shader(
&context,
WebGl2RenderingContext::FRAGMENT_SHADER,
r##"#version 300 es
precision highp float;
out vec4 outColor;
void main() {
outColor = vec4(1, 1, 1, 1);
}
"##,
)?;
let program = link_program(&context, &vert_shader, &frag_shader)?;
context.use_program(Some(&program));
let vertices: [f32; 9] = [-0.7, -0.7, 0.0, 0.7, -0.7, 0.0, 0.0, 0.7, 0.0];
let position_attribute_location = context.get_attrib_location(&program, "position");
let buffer = context.create_buffer().ok_or("Failed to create buffer")?;
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
// Note that `Float32Array::view` is somewhat dangerous (hence the
// `unsafe`!). This is creating a raw view into our module's
// `WebAssembly.Memory` buffer, but if we allocate more pages for ourself
// (aka do a memory allocation in Rust) it'll cause the buffer to change,
// causing the `Float32Array` to be invalid.
//
// As a result, after `Float32Array::view` we have to be very careful not to
// do any memory allocations before it's dropped.
unsafe {
let positions_array_buf_view = js_sys::Float32Array::view(&vertices);
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&positions_array_buf_view,
WebGl2RenderingContext::STATIC_DRAW,
);
}
let vao = context
.create_vertex_array()
.ok_or("Could not create vertex array object")?;
context.bind_vertex_array(Some(&vao));
context.vertex_attrib_pointer_with_i32(
position_attribute_location as u32,
3,
WebGl2RenderingContext::FLOAT,
false,
0,
0,
);
context.enable_vertex_attrib_array(position_attribute_location as u32);
context.bind_vertex_array(Some(&vao));
let vert_count = (vertices.len() / 3) as i32;
draw(&context, vert_count);
Ok(())
}
fn draw(context: &WebGl2RenderingContext, vert_count: i32) {
context.clear_color(0.0, 0.0, 0.0, 1.0);
context.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
context.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, vert_count);
}
pub fn compile_shader(
context: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> Result<WebGlShader, String> {
let shader = context
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
context.shader_source(&shader, source);
context.compile_shader(&shader);
if context
.get_shader_parameter(&shader, WebGl2RenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(context
.get_shader_info_log(&shader)
.unwrap_or_else(|| String::from("Unknown error creating shader")))
}
}
pub fn link_program(
context: &WebGl2RenderingContext,
vert_shader: &WebGlShader,
frag_shader: &WebGlShader,
) -> Result<WebGlProgram, String> {
let program = context
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
context.attach_shader(&program, vert_shader);
context.attach_shader(&program, frag_shader);
context.link_program(&program);
if context
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(context
.get_program_info_log(&program)
.unwrap_or_else(|| String::from("Unknown error creating program object")))
}
}

131
src/lib3.rs Normal file
View File

@ -0,0 +1,131 @@
use wasm_bindgen::prelude::*;
use web_sys::{WebGl2RenderingContext, WebGlProgram, WebGlShader};
#[wasm_bindgen(start)]
fn start() -> Result<(), JsValue> {
let document = web_sys::window().unwrap().document().unwrap();
let canvas = document.get_element_by_id("canvas").unwrap();
let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
let context = canvas
.get_context("webgl2")?
.unwrap()
.dyn_into::<WebGl2RenderingContext>()?;
let vert_shader = compile_shader(
&context,
WebGl2RenderingContext::VERTEX_SHADER,
r##"
attribute vec4 aVertexPosition;
void main() {
gl_Position = aVertexPosition;
}
"##,
)?;
let frag_shader = compile_shader(
&context,
WebGl2RenderingContext::FRAGMENT_SHADER,
r##"
void main() {
gl_FragColor = vec4(0, 1.0, 0, 1.0);
}
"##,
)?;
let program = link_program(&context, &vert_shader, &frag_shader)?;
context.use_program(Some(&program));
let vertices: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
let position_attribute_location = context.get_attrib_location(&program, "position");
let buffer = context.create_buffer().ok_or("Failed to create buffer")?;
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
unsafe {
let positions_array_buf_view = js_sys::Float32Array::view(&vertices);
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&positions_array_buf_view,
WebGl2RenderingContext::STATIC_DRAW,
);
}
let vao = context
.create_vertex_array()
.ok_or("Could not create vertex array object")?;
context.bind_vertex_array(Some(&vao));
context.vertex_attrib_pointer_with_i32(
0, //position_attribute_location as u32,
2,
WebGl2RenderingContext::FLOAT,
false,
0,
0,
);
context.enable_vertex_attrib_array(0); //position_attribute_location as u32);
context.bind_vertex_array(Some(&vao));
let vert_count = (vertices.len() / 3) as i32;
draw(&context, vert_count);
Ok(())
}
fn draw(context: &WebGl2RenderingContext, vert_count: i32) {
context.clear_color(0.0, 0.0, 0.0, 1.0);
context.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
context.draw_arrays(WebGl2RenderingContext::TRIANGLE_STRIP, 0, 3); //vert_count
}
pub fn compile_shader(
context: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> Result<WebGlShader, String> {
let shader = context
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
context.shader_source(&shader, source);
context.compile_shader(&shader);
if context
.get_shader_parameter(&shader, WebGl2RenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(context
.get_shader_info_log(&shader)
.unwrap_or_else(|| String::from("Unknown error creating shader")))
}
}
pub fn link_program(
context: &WebGl2RenderingContext,
vert_shader: &WebGlShader,
frag_shader: &WebGlShader,
) -> Result<WebGlProgram, String> {
let program = context
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
context.attach_shader(&program, vert_shader);
context.attach_shader(&program, frag_shader);
context.link_program(&program);
if context
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(context
.get_program_info_log(&program)
.unwrap_or_else(|| String::from("Unknown error creating program object")))
}
}