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2018-09-15 23:28:15 -07:00
extern crate js_sys;
extern crate wasm_bindgen;
extern crate web_sys;
use wasm_bindgen::prelude::*;
use wasm_bindgen::JsCast;
use web_sys::{WebGlProgram, WebGlRenderingContext, WebGlShader};
#[wasm_bindgen]
pub fn draw() {
let document = web_sys::window().unwrap().document().unwrap();
2018-09-15 23:28:15 -07:00
let canvas = document.get_element_by_id("canvas").unwrap();
let canvas: web_sys::HtmlCanvasElement = canvas
.dyn_into::<web_sys::HtmlCanvasElement>()
.map_err(|_| ())
.unwrap();
let context = canvas
.get_context("webgl")
.unwrap()
.unwrap()
.dyn_into::<WebGlRenderingContext>()
.unwrap();
let vert_shader = compile_shader(
&context,
WebGlRenderingContext::VERTEX_SHADER,
r#"
attribute vec4 position;
void main() {
gl_Position = position;
}
"#,
).unwrap();
let frag_shader = compile_shader(
&context,
WebGlRenderingContext::FRAGMENT_SHADER,
r#"
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
"#,
).unwrap();
let program = link_program(&context, [vert_shader, frag_shader].iter()).unwrap();
context.use_program(Some(&program));
let vertices = [-0.7, -0.7, 0.0, 0.7, -0.7, 0.0, 0.0, 0.7, 0.0];
let vert_array = js_sys::Float32Array::new(&wasm_bindgen::JsValue::from(vertices.len() as u32));
for (i, f) in vertices.iter().enumerate() {
vert_array.fill(*f, i as u32, (i + 1) as u32);
}
let buffer = context.create_buffer().unwrap();
context.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&buffer));
context.buffer_data_with_opt_array_buffer(
WebGlRenderingContext::ARRAY_BUFFER,
Some(&vert_array.buffer()),
WebGlRenderingContext::STATIC_DRAW,
);
context.vertex_attrib_pointer_with_i32(0,
3,
WebGlRenderingContext::FLOAT,
false,
0,
0);
context.enable_vertex_attrib_array(0);
context.clear_color(0.0, 0.0, 0.0, 1.0);
context.clear(WebGlRenderingContext::COLOR_BUFFER_BIT);
context.draw_arrays(WebGlRenderingContext::TRIANGLES, 0, (vertices.len() / 3) as i32);
}
pub fn compile_shader(
context: &WebGlRenderingContext,
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, WebGlRenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(context
.get_shader_info_log(&shader)
.unwrap_or_else(|| "Unknown error creating shader".into()))
}
}
pub fn link_program<'a, T: IntoIterator<Item = &'a WebGlShader>>(
context: &WebGlRenderingContext,
shaders: T,
) -> Result<WebGlProgram, String> {
let program = context
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
for shader in shaders {
context.attach_shader(&program, shader)
}
context.link_program(&program);
if context
.get_program_parameter(&program, WebGlRenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(context
.get_program_info_log(&program)
.unwrap_or_else(|| "Unknown error creating program object".into()))
}
}