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+dependencies = [ + "js-sys", + "wasm-bindgen", +] + [[package]] name = "which" version = "4.4.2" @@ -481,3 +1479,49 @@ name = "windows_x86_64_msvc" version = "0.52.6" source = "registry+https://github.com/rust-lang/crates.io-index" checksum = "589f6da84c646204747d1270a2a5661ea66ed1cced2631d546fdfb155959f9ec" + +[[package]] +name = "winnow" +version = "0.5.40" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "f593a95398737aeed53e489c785df13f3618e41dbcd6718c6addbf1395aa6876" +dependencies = [ + "memchr", +] + +[[package]] +name = "yew" +version = "0.21.0" +source = "git+https://github.com/yewstack/yew/#1ba7f0b66c2595ad182fc125cf3f0ed066cafd8e" +dependencies = [ + "console_error_panic_hook", + "futures", + "gloo 0.11.0", + "implicit-clone", + "indexmap", + "js-sys", + "prokio", + "rustversion", + "serde", + "slab", + "thiserror", + "tokio", + "tracing", + "wasm-bindgen", + "wasm-bindgen-futures", + "web-sys", + "yew-macro", +] + +[[package]] +name = "yew-macro" +version = "0.21.0" +source = "git+https://github.com/yewstack/yew/#1ba7f0b66c2595ad182fc125cf3f0ed066cafd8e" +dependencies = [ + "once_cell", + "prettyplease", + "proc-macro-error", + "proc-macro2", + "quote", + "syn 2.0.76", +] diff --git a/Cargo.toml b/Cargo.toml index bc20202..2540b36 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -5,3 +5,4 @@ edition = "2021" [dependencies] osmpbf = "0.3.4" +yew = { git = "https://github.com/yewstack/yew/", features = ["csr"] } diff --git a/index.html b/index.html new file mode 100644 index 0000000..a6d22ca --- /dev/null +++ b/index.html @@ -0,0 +1,17 @@ + + + + + + WebGL Demo + + + + + + + diff --git a/src/main.rs b/src/main.rs index aa4f19f..b7a471a 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,4 +1,104 @@ +/*use std::fmt::write; + use osmpbf::*; +*/ + +use yew::prelude::*; + +#[function_component] +fn App() -> Html { + let counter = use_state(|| 0); + let onclick = { + let counter = counter.clone(); + move |_| { + let value = *counter + 1; + counter.set(value); + } + }; + + html! { +
+ +

{ *counter }

+
+ } +} + +fn main() { + yew::Render::::new().render(); +} + +/* +const fn compileLinkProgram(vs: *const u8, vs_len: usize, fs: *const u8, fs_len: usize) -> i32 { + let test_val: i32 = 1; + test_val +} + +const fn bind2DFloat32Data(data: *const f32, data_len: usize) -> i32 { + let test_val: i32 = 1; + test_val +} + +pub fn glBindVertexArray(vao: i32) { + println!("glBindVertexArray"); +} + +pub fn glClearColor(r: f32, g: f32, b: f32, a:f32) { + println!("Clear Color"); +} + +pub fn glClear(mask: i32) { + println!("Clear"); +} + +pub fn glUseProgram(program: i32) { + println!("Using Program"); +} + +pub fn glDrawArrays(mode: i32, first: i32, last:i32) { + println!("Draw Arrays"); +} + + +const COLOR_BUFFER_BIT: i32 = 16384; +const TRIANGLE_STRIP: i32 = 5; + + + +pub fn run() { + const VS_SOURCE: &str = "attribute vec4 aVertexPosition; \ + void main() { \ + gl_Position = aVertexPosition; \ + } \ + ;"; + const FS_SOURCE: &str = "void main() { \ + gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \ + } \ + "; + const POSITIONS: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5]; + const PROGRAM: i32 = compileLinkProgram(VS_SOURCE.as_ptr(), VS_SOURCE.len(), FS_SOURCE.as_ptr(), FS_SOURCE.len()); + const VAO: i32 = bind2DFloat32Data(POSITIONS.as_ptr(), POSITIONS.len()); + glBindVertexArray(VAO); + // Set clear color to black, fully opaqe + glClearColor(0.0, 0.0, 0.0, 1.0); + // Clear the color buffer with specified clear color + glClear(COLOR_BUFFER_BIT); + glUseProgram(PROGRAM); + { + const offset = 0; + cconst fn bind2DFloat32Data(data: *const f32, data_len: usize) -> i32 { + let test_val: i32 = 1; + test_val +} + + const POSITIONS: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5]; + const PROGRAM: i32 = compileLinkProgram(VS_SOURCE.as_ptr(), VS_SOURCE.len(), FS_SOURCE.as_ptr(), FS_SOURCE.len()); + const VAO: i32 = bind2DFloat32Data(POSITIONS, POSITIONS.len());onst vertexCount = 4; + gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); + } + + +} fn main() { let reader = ElementReader::from_path( @@ -27,3 +127,4 @@ fn main() { } } } +*/ diff --git a/webgl-demo.js b/webgl-demo.js new file mode 100644 index 0000000..66c685e --- /dev/null +++ b/webgl-demo.js @@ -0,0 +1,126 @@ +// +// start here +// +// +// +var gl = null; +function loadShader(gl, type, source) { + const shader = gl.createShader(type); + + // Send the source to the shader object + + gl.shaderSource(shader, source); + + // Compile the shader program + + gl.compileShader(shader); + + // See if it compiled successfully + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + alert( + `An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`, + ); + gl.deleteShader(shader); + return null; + } + + return shader; +} + +function compileLinkProgram(vertex_source, fragment_source) { + const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertex_source); + const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragment_source); + + // Create the shader program + + const shaderProgram = gl.createProgram(); + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + // If creating the shader program failed, alert + + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + alert( + `Unable to initialize the shader program: ${gl.getProgramInfoLog( + shaderProgram, + )}`, + ); + return null; + } + return shaderProgram; +} + +function bind2DFloat32Data(positions) { + const positionBuffer = gl.createBuffer(); + + // Select the positionBuffer as the one to apply buffer + // operations to from here out. + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + + // Now create an array of positions for the square. + // Now pass the list of positions into WebGL to build the + // shape. We do this by creating a Float32Array from the + // JavaScript array, then use it to fill the current buffer. + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); + const vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + const vertex_attrib = 0; + const numComponents = 2; + const type = gl.FLOAT; // the data in the buffer is 32bit floats + const normalize = false; // don't normalize + const stride = 0; // how many bytes to get from one set of values to the next + // 0 = use type and numComponents above + const offset = 0; // how many bytes inside the buffer to start from + gl.vertexAttribPointer( + vertex_attrib, + numComponents, + type, + normalize, + stride, + offset, + ); + + gl.enableVertexAttribArray(vertex_attrib); + return vao; +} + +function main() { + const canvas = document.querySelector("#glcanvas"); + // Initialize the GL context + gl = canvas.getContext("webgl"); + + // Only continue if WebGL is available and working + if (gl === null) { + alert( + "Unable to initialize WebGL. Your browser or machine may not support it.", + ); + return; + } + const vsSource = ` + attribute vec4 aVertexPosition; + void main() { + gl_Position = aVertexPosition; + } + `; + const fsSource = ` + void main() { + gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); + } + `; + const shaderProgram = compileLinkProgram(vsSource, fsSource); + const positions = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5]; + + // Set clear color to black, fully opaqe + gl.clearColor(0.0, 0.0, 0.0, 1.0); + // Clear the color buffer with specified clear color + gl.clear(gl.COLOR_BUFFER_BIT); + gl.useProgram(shaderProgram); + { + const offset = 0; + const vertexCount = 4; + gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); + } +} +window.load = main();