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use js_sys::WebAssembly;
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use wasm_bindgen::prelude::*;
use wasm_bindgen::JsCast;
use web_sys::{WebGlProgram, WebGlRenderingContext, WebGlShader};
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#[wasm_bindgen(start)]
pub fn start() -> Result<(), JsValue> {
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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let context = canvas
.get_context("webgl")?
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.unwrap()
.dyn_into::<WebGlRenderingContext>()?;
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let vert_shader = compile_shader(
&context,
WebGlRenderingContext::VERTEX_SHADER,
r#"
attribute vec4 position;
void main() {
gl_Position = position;
}
"#,
)?;
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let frag_shader = compile_shader(
&context,
WebGlRenderingContext::FRAGMENT_SHADER,
r#"
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
"#,
)?;
let program = link_program(&context, [vert_shader, frag_shader].iter())?;
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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 memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
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let vertices_location = vertices.as_ptr() as u32 / 4;
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let vert_array = js_sys::Float32Array::new(&memory_buffer)
.subarray(vertices_location, vertices_location + vertices.len() as u32);
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let buffer = context.create_buffer().ok_or("failed to create buffer")?;
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context.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&buffer));
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context.buffer_data_with_array_buffer_view(
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WebGlRenderingContext::ARRAY_BUFFER,
&vert_array,
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WebGlRenderingContext::STATIC_DRAW,
);
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context.vertex_attrib_pointer_with_i32(0, 3, WebGlRenderingContext::FLOAT, false, 0, 0);
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context.enable_vertex_attrib_array(0);
context.clear_color(0.0, 0.0, 0.0, 1.0);
context.clear(WebGlRenderingContext::COLOR_BUFFER_BIT);
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context.draw_arrays(
WebGlRenderingContext::TRIANGLES,
0,
(vertices.len() / 3) as i32,
);
Ok(())
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}
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()))
}
}