egui/emgui_wasm/src/webgl.rs

268 lines
8.3 KiB
Rust
Raw Normal View History

2019-01-04 13:14:32 +00:00
use {
js_sys::WebAssembly,
wasm_bindgen::{prelude::*, JsCast},
web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader},
};
use emgui::Frame;
#[wasm_bindgen]
pub struct Painter {
canvas: web_sys::HtmlCanvasElement,
gl: WebGlRenderingContext,
program: WebGlProgram,
index_buffer: WebGlBuffer,
pos_buffer: WebGlBuffer,
color_buffer: WebGlBuffer,
}
impl Painter {
pub fn new(canvas_id: &str) -> Result<Painter, JsValue> {
let document = web_sys::window().unwrap().document().unwrap();
let canvas = document.get_element_by_id(canvas_id).unwrap();
let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
let gl = canvas
.get_context("webgl")?
.unwrap()
.dyn_into::<WebGlRenderingContext>()?;
gl.enable(WebGlRenderingContext::BLEND);
gl.blend_func(
WebGlRenderingContext::SRC_ALPHA,
WebGlRenderingContext::ONE_MINUS_SRC_ALPHA,
);
let vert_shader = compile_shader(
&gl,
WebGlRenderingContext::VERTEX_SHADER,
r#"
uniform vec2 u_screen_size;
attribute vec2 a_pos;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
// v_color = vec4(1.0, 0.0, 0.0, 0.5);
v_color = a_color;
}
"#,
)?;
let frag_shader = compile_shader(
&gl,
WebGlRenderingContext::FRAGMENT_SHADER,
r#"
precision highp float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
"#,
)?;
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?;
Ok(Painter {
canvas,
gl,
program,
index_buffer,
pos_buffer,
color_buffer,
})
}
pub fn paint(&self, frame: &Frame) -> Result<(), JsValue> {
let gl = &self.gl;
// --------------------------------------------------------------------
gl.use_program(Some(&self.program));
// --------------------------------------------------------------------
let indices: Vec<u16> = frame.indices.iter().map(|idx| *idx as u16).collect();
let mut positions = Vec::with_capacity(2 * frame.vertices.len());
for v in &frame.vertices {
positions.push(v.x);
positions.push(v.y);
}
let mut colors = Vec::with_capacity(4 * frame.vertices.len());
for v in &frame.vertices {
colors.push(v.color.r);
colors.push(v.color.g);
colors.push(v.color.b);
colors.push(v.color.a);
}
// --------------------------------------------------------------------
let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let indices_ptr = indices.as_ptr() as u32 / 2;
let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
.subarray(indices_ptr, indices_ptr + indices.len() as u32);
gl.bind_buffer(
WebGlRenderingContext::ELEMENT_ARRAY_BUFFER,
Some(&self.index_buffer),
);
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ELEMENT_ARRAY_BUFFER,
&indices_array,
WebGlRenderingContext::STATIC_DRAW, // TODO: STREAM ?
);
// --------------------------------------------------------------------
let pos_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let pos_ptr = positions.as_ptr() as u32 / 4;
let pos_array = js_sys::Float32Array::new(&pos_memory_buffer)
.subarray(pos_ptr, pos_ptr + positions.len() as u32);
gl.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&self.pos_buffer));
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ARRAY_BUFFER,
&pos_array,
WebGlRenderingContext::STATIC_DRAW, // TODO: STREAM ?
);
let a_pos_loc = gl.get_attrib_location(&self.program, "a_pos");
assert!(a_pos_loc >= 0);
let a_pos_loc = a_pos_loc as u32;
let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_pos_loc,
2,
WebGlRenderingContext::FLOAT,
normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_pos_loc);
// --------------------------------------------------------------------
let colors_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let colors_ptr = colors.as_ptr() as u32;
let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer)
.subarray(colors_ptr, colors_ptr + colors.len() as u32);
gl.bind_buffer(
WebGlRenderingContext::ARRAY_BUFFER,
Some(&self.color_buffer),
);
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ARRAY_BUFFER,
&colors_array,
WebGlRenderingContext::STATIC_DRAW, // TODO: STREAM ?
);
let a_color_loc = gl.get_attrib_location(&self.program, "a_color");
assert!(a_color_loc >= 0);
let a_color_loc = a_color_loc as u32;
let normalize = true;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_color_loc,
4,
WebGlRenderingContext::UNSIGNED_BYTE,
normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_color_loc);
// --------------------------------------------------------------------
let u_screen_size_loc = gl
.get_uniform_location(&self.program, "u_screen_size")
.unwrap();
gl.uniform2f(
Some(&u_screen_size_loc),
self.canvas.width() as f32,
self.canvas.height() as f32,
);
// gl.uniform2f(Some(&u_screen_size_loc), 4.0, 1.0);
gl.clear_color(0.05, 0.05, 0.05, 1.0);
gl.clear(WebGlRenderingContext::COLOR_BUFFER_BIT);
gl.draw_elements_with_i32(
WebGlRenderingContext::TRIANGLE_STRIP,
indices.len() as i32,
WebGlRenderingContext::UNSIGNED_SHORT,
0,
);
Ok(())
}
}
fn compile_shader(
gl: &WebGlRenderingContext,
shader_type: u32,
source: &str,
) -> Result<WebGlShader, String> {
let shader = gl
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
gl.shader_source(&shader, source);
gl.compile_shader(&shader);
if gl
.get_shader_parameter(&shader, WebGlRenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(gl
.get_shader_info_log(&shader)
.unwrap_or_else(|| "Unknown error creating shader".into()))
}
}
fn link_program<'a, T: IntoIterator<Item = &'a WebGlShader>>(
gl: &WebGlRenderingContext,
shaders: T,
) -> Result<WebGlProgram, String> {
let program = gl
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
for shader in shaders {
gl.attach_shader(&program, shader)
}
gl.link_program(&program);
if gl
.get_program_parameter(&program, WebGlRenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(gl
.get_program_info_log(&program)
.unwrap_or_else(|| "Unknown error creating program object".into()))
}
}