egui/emigui_wasm/src/webgl.rs
Emil Ernerfeldt cd8ca47e76 Small tweaks
2019-01-19 10:09:00 -06:00

361 lines
12 KiB
Rust

use {
js_sys::WebAssembly,
wasm_bindgen::{prelude::*, JsCast},
web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader, WebGlTexture},
};
use emigui::{Frame, Texture};
type Gl = WebGlRenderingContext;
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),
current_texture_id: Option<u64>,
}
impl Painter {
pub fn debug_info(&self) -> String {
format!(
"Stored canvas size: {} x {}\n\
gl context size: {} x {}",
self.canvas.width(),
self.canvas.height(),
self.gl.drawing_buffer_width(),
self.gl.drawing_buffer_height(),
)
}
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>()?;
// --------------------------------------------------------------------
let gl_texture = gl.create_texture().unwrap();
gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_texture));
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);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_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.a *= 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: gl_texture,
program,
index_buffer,
pos_buffer,
tc_buffer,
color_buffer,
tex_size: (0, 0),
current_texture_id: None,
})
}
fn upload_texture(&mut self, texture: &Texture) {
if self.current_texture_id == Some(texture.id) {
return; // No change
}
let gl = &self.gl;
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
// TODO: remove once https://github.com/rustwasm/wasm-bindgen/issues/1005 is fixed.
let mut pixels: Vec<_> = texture.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,
texture.width as i32,
texture.height as i32,
border,
src_format,
src_type,
Some(&mut pixels),
)
.unwrap();
self.tex_size = (texture.width as u16, texture.height as u16);
self.current_texture_id = Some(texture.id);
}
pub fn paint(&mut self, frame: &Frame, texture: &Texture) -> Result<(), JsValue> {
self.upload_texture(texture);
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<u16> = frame.indices.iter().map(|idx| *idx as u16).collect();
let mut positions: Vec<f32> = Vec::with_capacity(2 * frame.vertices.len());
let mut tex_coords: Vec<u16> = Vec::with_capacity(2 * frame.vertices.len());
for v in &frame.vertices {
positions.push(v.pos.x);
positions.push(v.pos.y);
tex_coords.push(v.uv.0);
tex_coords.push(v.uv.1);
}
let mut colors: Vec<u8> = 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(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::<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(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::<WebAssembly::Memory>()?
.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::<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(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.viewport(
0,
0,
self.canvas.width() as i32,
self.canvas.height() as i32,
);
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<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, 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<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, 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()))
}
}