upgraded to webgl2
This commit is contained in:
151
src/lib.rs
151
src/lib.rs
@ -1,24 +1,147 @@
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use wasm_bindgen::prelude::*;
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use web_sys::{WebGl2RenderingContext, WebGlProgram, WebGlShader};
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// Called when the wasm module is instantiated
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#[wasm_bindgen(start)]
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fn main() -> Result<(), JsValue> {
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// Use `web_sys`'s global `window` function to get a handle on the global
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// window object.
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let window = web_sys::window().expect("no global `window` exists");
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let document = window.document().expect("should have a document on window");
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let body = document.body().expect("document should have a body");
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fn start() -> Result<(), JsValue> {
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let document = web_sys::window().unwrap().document().unwrap();
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let canvas = document.get_element_by_id("canvas").unwrap();
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let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
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// Manufacture the element we're gonna append
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let val = document.create_element("p")?;
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val.set_inner_html("Hello from Rust!");
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let context = canvas
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.get_context("webgl2")?
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.unwrap()
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.dyn_into::<WebGl2RenderingContext>()?;
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body.append_child(&val)?;
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let vert_shader = compile_shader(
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&context,
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WebGl2RenderingContext::VERTEX_SHADER,
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r##"#version 300 es
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in vec4 position;
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void main() {
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gl_Position = position;
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}
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"##,
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)?;
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let frag_shader = compile_shader(
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&context,
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WebGl2RenderingContext::FRAGMENT_SHADER,
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r##"#version 300 es
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precision highp float;
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out vec4 outColor;
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void main() {
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outColor = vec4(1, 1, 1, 1);
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}
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"##,
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)?;
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let program = link_program(&context, &vert_shader, &frag_shader)?;
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context.use_program(Some(&program));
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let vertices: [f32; 9] = [-0.7, -0.7, 0.0, 0.7, -0.7, 0.0, 0.0, 0.7, 0.0];
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let position_attribute_location = context.get_attrib_location(&program, "position");
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let buffer = context.create_buffer().ok_or("Failed to create buffer")?;
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context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
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// Note that `Float32Array::view` is somewhat dangerous (hence the
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// `unsafe`!). This is creating a raw view into our module's
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// `WebAssembly.Memory` buffer, but if we allocate more pages for ourself
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// (aka do a memory allocation in Rust) it'll cause the buffer to change,
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// causing the `Float32Array` to be invalid.
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//
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// As a result, after `Float32Array::view` we have to be very careful not to
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// do any memory allocations before it's dropped.
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unsafe {
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let positions_array_buf_view = js_sys::Float32Array::view(&vertices);
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context.buffer_data_with_array_buffer_view(
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WebGl2RenderingContext::ARRAY_BUFFER,
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&positions_array_buf_view,
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WebGl2RenderingContext::STATIC_DRAW,
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);
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}
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let vao = context
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.create_vertex_array()
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.ok_or("Could not create vertex array object")?;
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context.bind_vertex_array(Some(&vao));
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context.vertex_attrib_pointer_with_i32(
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position_attribute_location as u32,
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3,
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WebGl2RenderingContext::FLOAT,
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false,
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0,
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0,
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);
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context.enable_vertex_attrib_array(position_attribute_location as u32);
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context.bind_vertex_array(Some(&vao));
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let vert_count = (vertices.len() / 3) as i32;
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draw(&context, vert_count);
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Ok(())
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}
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#[wasm_bindgen]
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pub fn add(a: u32, b: u32) -> u32 {
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a + b
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fn draw(context: &WebGl2RenderingContext, vert_count: i32) {
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context.clear_color(0.0, 0.0, 0.0, 1.0);
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context.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
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context.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, vert_count);
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}
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pub fn compile_shader(
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context: &WebGl2RenderingContext,
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shader_type: u32,
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source: &str,
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) -> Result<WebGlShader, String> {
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let shader = context
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.create_shader(shader_type)
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.ok_or_else(|| String::from("Unable to create shader object"))?;
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context.shader_source(&shader, source);
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context.compile_shader(&shader);
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if context
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.get_shader_parameter(&shader, WebGl2RenderingContext::COMPILE_STATUS)
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.as_bool()
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.unwrap_or(false)
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{
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Ok(shader)
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} else {
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Err(context
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.get_shader_info_log(&shader)
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.unwrap_or_else(|| String::from("Unknown error creating shader")))
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}
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}
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pub fn link_program(
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context: &WebGl2RenderingContext,
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vert_shader: &WebGlShader,
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frag_shader: &WebGlShader,
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) -> Result<WebGlProgram, String> {
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let program = context
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.create_program()
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.ok_or_else(|| String::from("Unable to create shader object"))?;
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context.attach_shader(&program, vert_shader);
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context.attach_shader(&program, frag_shader);
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context.link_program(&program);
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if context
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.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
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.as_bool()
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.unwrap_or(false)
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{
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Ok(program)
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} else {
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Err(context
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.get_program_info_log(&program)
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.unwrap_or_else(|| String::from("Unknown error creating program object")))
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}
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}
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