#![allow(dead_code)] use { js_sys::WebAssembly, wasm_bindgen::{prelude::*, JsCast}, web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader, WebGlTexture}, }; use emgui::Frame; type Gl = WebGlRenderingContext; #[wasm_bindgen] pub struct Painter { canvas: web_sys::HtmlCanvasElement, gl: WebGlRenderingContext, texture: WebGlTexture, program: WebGlProgram, index_buffer: WebGlBuffer, pos_buffer: WebGlBuffer, tc_buffer: WebGlBuffer, color_buffer: WebGlBuffer, tex_size: (u16, u16), } impl Painter { pub fn new( canvas_id: &str, (tex_width, tex_height, pixels): (u16, u16, &[u8]), ) -> Result { 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::()?; let gl = canvas .get_context("webgl")? .unwrap() .dyn_into::()?; // -------------------------------------------------------------------- let texture = gl.create_texture().unwrap(); gl.bind_texture(Gl::TEXTURE_2D, Some(&texture)); // TODO: remove once https://github.com/rustwasm/wasm-bindgen/issues/1005 is fixed. let mut pixels: Vec<_> = pixels.iter().cloned().collect(); let level = 0; let internal_format = Gl::ALPHA; let border = 0; let src_format = Gl::ALPHA; let src_type = Gl::UNSIGNED_BYTE; gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array( Gl::TEXTURE_2D, level, internal_format as i32, tex_width as i32, tex_height as i32, border, src_format, src_type, Some(&mut pixels), ) .unwrap(); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::NEAREST as i32); // -------------------------------------------------------------------- let vert_shader = compile_shader( &gl, Gl::VERTEX_SHADER, r#" uniform vec2 u_screen_size; uniform vec2 u_tex_size; attribute vec2 a_pos; attribute vec2 a_tc; attribute vec4 a_color; varying vec2 v_tc; 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_tc = a_tc / u_tex_size; v_color = a_color; } "#, )?; let frag_shader = compile_shader( &gl, Gl::FRAGMENT_SHADER, r#" uniform sampler2D u_sampler; precision highp float; varying vec2 v_tc; varying vec4 v_color; void main() { gl_FragColor = v_color; gl_FragColor *= texture2D(u_sampler, v_tc).a; } "#, )?; 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 tc_buffer = gl.create_buffer().ok_or("failed to create tc_buffer")?; let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?; Ok(Painter { canvas, gl, texture, program, index_buffer, pos_buffer, tc_buffer, color_buffer, tex_size: (tex_width, tex_height), }) } pub fn paint(&self, frame: &Frame) -> Result<(), JsValue> { let gl = &self.gl; // -------------------------------------------------------------------- gl.enable(Gl::BLEND); gl.blend_func(Gl::SRC_ALPHA, Gl::ONE_MINUS_SRC_ALPHA); gl.use_program(Some(&self.program)); gl.active_texture(Gl::TEXTURE0); gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture)); // -------------------------------------------------------------------- let indices: Vec = frame.indices.iter().map(|idx| *idx as u16).collect(); let mut positions: Vec = Vec::with_capacity(2 * frame.vertices.len()); let mut tex_coords: Vec = Vec::with_capacity(2 * frame.vertices.len()); for v in &frame.vertices { positions.push(v.x); positions.push(v.y); tex_coords.push(v.u); tex_coords.push(v.v); } let mut colors: Vec = 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::()? .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(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer)); gl.buffer_data_with_array_buffer_view( Gl::ELEMENT_ARRAY_BUFFER, &indices_array, Gl::STREAM_DRAW, ); // -------------------------------------------------------------------- let pos_memory_buffer = wasm_bindgen::memory() .dyn_into::()? .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(Gl::ARRAY_BUFFER, Some(&self.pos_buffer)); gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &pos_array, Gl::STREAM_DRAW); 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, Gl::FLOAT, normalize, stride, offset); gl.enable_vertex_attrib_array(a_pos_loc); // -------------------------------------------------------------------- let tc_memory_buffer = wasm_bindgen::memory() .dyn_into::()? .buffer(); let tc_ptr = tex_coords.as_ptr() as u32 / 2; let tc_array = js_sys::Uint16Array::new(&tc_memory_buffer) .subarray(tc_ptr, tc_ptr + tex_coords.len() as u32); gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.tc_buffer)); gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &tc_array, Gl::STREAM_DRAW); let a_tc_loc = gl.get_attrib_location(&self.program, "a_tc"); assert!(a_tc_loc >= 0); let a_tc_loc = a_tc_loc as u32; let normalize = false; let stride = 0; let offset = 0; gl.vertex_attrib_pointer_with_i32( a_tc_loc, 2, Gl::UNSIGNED_SHORT, normalize, stride, offset, ); gl.enable_vertex_attrib_array(a_tc_loc); // -------------------------------------------------------------------- let colors_memory_buffer = wasm_bindgen::memory() .dyn_into::()? .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(Gl::ARRAY_BUFFER, Some(&self.color_buffer)); gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &colors_array, Gl::STREAM_DRAW); 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, Gl::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, ); let u_tex_size_loc = gl .get_uniform_location(&self.program, "u_tex_size") .unwrap(); gl.uniform2f( Some(&u_tex_size_loc), self.tex_size.0 as f32, self.tex_size.1 as f32, ); let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap(); gl.uniform1i(Some(&u_sampler_loc), 0); gl.clear_color(0.05, 0.05, 0.05, 1.0); gl.clear(Gl::COLOR_BUFFER_BIT); gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0); Ok(()) } } fn compile_shader( gl: &WebGlRenderingContext, shader_type: u32, source: &str, ) -> Result { 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, Gl::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>( gl: &WebGlRenderingContext, shaders: T, ) -> Result { 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, Gl::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())) } }