upgraded to webgl2
This commit is contained in:
@ -13,13 +13,7 @@ js-sys = "0.3.70"
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[dependencies.web-sys]
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version = "0.3.4"
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features = [
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'Document',
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'Element',
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'HtmlElement',
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'Node',
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'Window',
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]
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features = ["Document", "Element", "HtmlElement", "Node", "Window", "HtmlCanvasElement", "WebGlBuffer", "WebGlVertexArrayObject", "WebGl2RenderingContext", "WebGlProgram", "WebGlShader"]
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[lib]
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crate-type = ["cdylib", "rlib"]
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50
index.html
50
index.html
@ -1,56 +1,10 @@
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<html>
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<head>
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<meta content="text/html;charset=utf-8" http-equiv="Content-Type"/>
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<script defer src="pkg/ekstrahMap.js"></script>
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</head>
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<body>
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<canvas id="canvas" height="150" width="150">
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<!-- Note the usage of `type=module` here as this is an ES6 module -->
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<script type="module">
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// Use ES module import syntax to import functionality from the module
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// that we have compiled.
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//
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// Note that the `default` import is an initialization function which
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// will "boot" the module and make it ready to use. Currently browsers
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// don't support natively imported WebAssembly as an ES module, but
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// eventually the manual initialization won't be required!
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import init, { add } from './pkg/ekstrahMap.js';
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async function run() {
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// First up we need to actually load the wasm file, so we use the
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// default export to inform it where the wasm file is located on the
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// server, and then we wait on the returned promise to wait for the
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// wasm to be loaded.
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//
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// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
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// but there is also a handy default inside `init` function, which uses
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// `import.meta` to locate the wasm file relatively to js file.
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//
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// Note that instead of a string you can also pass in any of the
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// following things:
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//
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// * `WebAssembly.Module`
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//
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// * `ArrayBuffer`
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//
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// * `Response`
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//
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// * `Promise` which returns any of the above, e.g. `fetch("./path/to/wasm")`
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//
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// This gives you complete control over how the module is loaded
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// and compiled.
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//
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// Also note that the promise, when resolved, yields the wasm module's
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// exports which is the same as importing the `*_bg` module in other
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// modes
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await init();
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// And afterwards we can use all the functionality defined in wasm.
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const result = add(1, 2);
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console.log(`1 + 2 = ${result}`);
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if (result !== 3)
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throw new Error("wasm addition doesn't work!");
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}
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run();
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</script>
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</body>
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</html>
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@ -9,7 +9,7 @@
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integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ=="
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crossorigin="anonymous"
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defer></script>
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<script src="webgl-demo.js" type="module"></script>
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<script src="./webgl-demo.js" type="module"></script>
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</head>
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<body>
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<canvas id="glcanvas" width="640" height="480"></canvas>
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56
index_back.html
Normal file
56
index_back.html
Normal file
@ -0,0 +1,56 @@
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<html>
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<head>
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<meta content="text/html;charset=utf-8" http-equiv="Content-Type"/>
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</head>
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<body>
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<!-- Note the usage of `type=module` here as this is an ES6 module -->
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<script type="module">
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// Use ES module import syntax to import functionality from the module
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// that we have compiled.
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//
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// Note that the `default` import is an initialization function which
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// will "boot" the module and make it ready to use. Currently browsers
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// don't support natively imported WebAssembly as an ES module, but
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// eventually the manual initialization won't be required!
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import init, { add } from './pkg/ekstrahMap.js';
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async function run() {
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// First up we need to actually load the wasm file, so we use the
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// default export to inform it where the wasm file is located on the
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// server, and then we wait on the returned promise to wait for the
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// wasm to be loaded.
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//
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// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
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// but there is also a handy default inside `init` function, which uses
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// `import.meta` to locate the wasm file relatively to js file.
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//
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// Note that instead of a string you can also pass in any of the
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// following things:
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//
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// * `WebAssembly.Module`
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//
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// * `ArrayBuffer`
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//
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// * `Response`
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//
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// * `Promise` which returns any of the above, e.g. `fetch("./path/to/wasm")`
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//
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// This gives you complete control over how the module is loaded
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// and compiled.
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//
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// Also note that the promise, when resolved, yields the wasm module's
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// exports which is the same as importing the `*_bg` module in other
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// modes
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await init();
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// And afterwards we can use all the functionality defined in wasm.
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const result = add(1, 2);
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console.log(`1 + 2 = ${result}`);
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if (result !== 3)
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throw new Error("wasm addition doesn't work!");
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}
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run();
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</script>
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</body>
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</html>
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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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@ -89,7 +89,7 @@ function bind2DFloat32Data(positions) {
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function main() {
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const canvas = document.querySelector("#glcanvas");
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// Initialize the GL context
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gl = canvas.getContext("webgl");
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gl = canvas.getContext("webgl2");
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// Only continue if WebGL is available and working
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if (gl === null) {
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@ -106,12 +106,12 @@ function main() {
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`;
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const fsSource = `
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void main() {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragColor = vec4(0, 1.0, 0, 1.0);
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}
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`;
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const shaderProgram = compileLinkProgram(vsSource, fsSource);
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const positions = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
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const vao = bind2DFloat32Data(positions);
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// Set clear color to black, fully opaqe
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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// Clear the color buffer with specified clear color
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