mirror of
https://github.com/fluencelabs/wasm-bindgen
synced 2025-05-02 17:12:15 +00:00
122 lines
3.5 KiB
Rust
122 lines
3.5 KiB
Rust
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extern crate js_sys;
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extern crate wasm_bindgen;
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extern crate web_sys;
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use wasm_bindgen::prelude::*;
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use wasm_bindgen::JsCast;
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use web_sys::{WebGlProgram, WebGlRenderingContext, WebGlShader};
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#[wasm_bindgen]
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pub fn draw() {
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let document = web_sys::Window::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
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.dyn_into::<web_sys::HtmlCanvasElement>()
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.map_err(|_| ())
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.unwrap();
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let context = canvas
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.get_context("webgl")
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.unwrap()
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.unwrap()
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.dyn_into::<WebGlRenderingContext>()
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.unwrap();
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let vert_shader = compile_shader(
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&context,
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WebGlRenderingContext::VERTEX_SHADER,
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r#"
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attribute 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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).unwrap();
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let frag_shader = compile_shader(
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&context,
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WebGlRenderingContext::FRAGMENT_SHADER,
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r#"
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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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}
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"#,
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).unwrap();
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let program = link_program(&context, [vert_shader, frag_shader].iter()).unwrap();
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context.use_program(Some(&program));
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let vertices = [-0.7, -0.7, 0.0, 0.7, -0.7, 0.0, 0.0, 0.7, 0.0];
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let vert_array = js_sys::Float32Array::new(&wasm_bindgen::JsValue::from(vertices.len() as u32));
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for (i, f) in vertices.iter().enumerate() {
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vert_array.fill(*f, i as u32, (i + 1) as u32);
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}
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let buffer = context.create_buffer().unwrap();
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context.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&buffer));
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context.buffer_data_with_opt_array_buffer(
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WebGlRenderingContext::ARRAY_BUFFER,
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Some(&vert_array.buffer()),
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WebGlRenderingContext::STATIC_DRAW,
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);
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context.vertex_attrib_pointer_with_i32(0,
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3,
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WebGlRenderingContext::FLOAT,
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false,
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0,
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0);
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context.enable_vertex_attrib_array(0);
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context.clear_color(0.0, 0.0, 0.0, 1.0);
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context.clear(WebGlRenderingContext::COLOR_BUFFER_BIT);
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context.draw_arrays(WebGlRenderingContext::TRIANGLES, 0, (vertices.len() / 3) as i32);
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}
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pub fn compile_shader(
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context: &WebGlRenderingContext,
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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, WebGlRenderingContext::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(|| "Unknown error creating shader".into()))
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}
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}
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pub fn link_program<'a, T: IntoIterator<Item = &'a WebGlShader>>(
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context: &WebGlRenderingContext,
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shaders: T,
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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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for shader in shaders {
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context.attach_shader(&program, shader)
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}
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context.link_program(&program);
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if context
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.get_program_parameter(&program, WebGlRenderingContext::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(|| "Unknown error creating program object".into()))
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}
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}
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