// based on the WebGL example in the `wasm-bindgen` guide // // https://rustwasm.github.io/wasm-bindgen/examples/webgl.html // // and this StackOverflow answer by wangdq // // https://stackoverflow.com/a/39684775 // extern crate js_sys; use core::array; use nalgebra::DVector; use sycamore::{prelude::*, rt::{JsCast, JsValue}}; use web_sys::{console, WebGl2RenderingContext, WebGlProgram, WebGlShader, WebGlUniformLocation}; mod engine; fn compile_shader( context: &WebGl2RenderingContext, shader_type: u32, source: &str, ) -> WebGlShader { let shader = context.create_shader(shader_type).unwrap(); context.shader_source(&shader, source); context.compile_shader(&shader); shader } fn get_uniform_array_locations( context: &WebGl2RenderingContext, program: &WebGlProgram, var_name: &str, member_name_opt: Option<&str> ) -> [Option; N] { array::from_fn(|n| { let name = match member_name_opt { Some(member_name) => format!("{var_name}[{n}].{member_name}"), None => format!("{var_name}[{n}]") }; context.get_uniform_location(&program, name.as_str()) }) } // load the given data into the vertex input of the given name fn bind_vertex_attrib( context: &WebGl2RenderingContext, index: u32, size: i32, data: &[f32] ) { // create a data buffer and bind it to ARRAY_BUFFER let buffer = context.create_buffer().unwrap(); context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer)); // load the given data into the buffer. the function `Float32Array::view` // creates a raw view into our module's `WebAssembly.Memory` buffer. // allocating more memory will change the buffer, invalidating the view. // that means we have to make sure we don't allocate any memory until the // view is dropped unsafe { context.buffer_data_with_array_buffer_view( WebGl2RenderingContext::ARRAY_BUFFER, &js_sys::Float32Array::view(&data), WebGl2RenderingContext::STATIC_DRAW, ); } // allow the target attribute to be used context.enable_vertex_attrib_array(index); // take whatever's bound to ARRAY_BUFFER---here, the data buffer created // above---and bind it to the target attribute // // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer // context.vertex_attrib_pointer_with_i32( index, size, WebGl2RenderingContext::FLOAT, false, // don't normalize 0, // zero stride 0, // zero offset ); } fn main() { // set up a config option that forwards panic messages to `console.error` #[cfg(feature = "console_error_panic_hook")] console_error_panic_hook::set_once(); sycamore::render(|| { // controls let ctrl_x = create_signal(0.0); let ctrl_y = create_signal(0.0); let radius_x = create_signal(1.0); let radius_y = create_signal(1.0); let opacity = create_signal(0.5); let highlight = create_signal(0.2); let layer_threshold = create_signal(0.0); let use_test_construction = create_signal(false); // display let display = create_node_ref(); on_mount(move || { // list construction elements const SPHERE_MAX: usize = 12; let mut sphere_vec = Vec::>::new(); let color_vec = vec![ [1.00_f32, 0.25_f32, 0.00_f32], [0.00_f32, 0.25_f32, 1.00_f32], [0.25_f32, 0.00_f32, 1.00_f32] ]; // get the display canvas let canvas = display .get::() .unchecked_into::(); let ctx = canvas .get_context("webgl2") .unwrap() .unwrap() .dyn_into::() .unwrap(); // compile and attach the vertex and fragment shaders let vertex_shader = compile_shader( &ctx, WebGl2RenderingContext::VERTEX_SHADER, include_str!("identity.vert"), ); let fragment_shader = compile_shader( &ctx, WebGl2RenderingContext::FRAGMENT_SHADER, include_str!("inversive.frag"), ); let program = ctx.create_program().unwrap(); ctx.attach_shader(&program, &vertex_shader); ctx.attach_shader(&program, &fragment_shader); ctx.link_program(&program); let link_status = ctx .get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS) .as_bool() .unwrap(); let link_msg = if link_status { "Linked successfully" } else { "Linking failed" }; console::log_1(&JsValue::from(link_msg)); ctx.use_program(Some(&program)); /* DEBUG */ // print the maximum number of vectors that can be passed as // uniforms to a fragment shader. the OpenGL ES 3.0 standard // requires this maximum to be at least 224, as discussed in the // documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter // here: // // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml // // there are also other size limits. for example, on Aaron's // machine, the the length of a float or genType array seems to be // capped at 1024 elements console::log_2( &ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(), &JsValue::from("uniform vectors available") ); // find indices of vertex attributes and uniforms let position_index = ctx.get_attrib_location(&program, "position") as u32; let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt"); let sphere_sp_locs = get_uniform_array_locations::( &ctx, &program, "sphere_list", Some("sp") ); let sphere_lt_locs = get_uniform_array_locations::( &ctx, &program, "sphere_list", Some("lt") ); let color_locs = get_uniform_array_locations::( &ctx, &program, "color_list", None ); let resolution_loc = ctx.get_uniform_location(&program, "resolution"); let shortdim_loc = ctx.get_uniform_location(&program, "shortdim"); let ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); /* DEBUG */ let radius_loc = ctx.get_uniform_location(&program, "radius"); /* DEBUG */ let opacity_loc = ctx.get_uniform_location(&program, "opacity"); let highlight_loc = ctx.get_uniform_location(&program, "highlight"); let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold"); let use_test_construction_loc = ctx.get_uniform_location(&program, "use_test_construction"); // create a vertex array and bind it to the graphics context let vertex_array = ctx.create_vertex_array().unwrap(); ctx.bind_vertex_array(Some(&vertex_array)); // set the vertex positions const VERTEX_CNT: usize = 6; let positions: [f32; 3*VERTEX_CNT] = [ // northwest triangle -1.0, -1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, 0.0, // southeast triangle -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0 ]; bind_vertex_attrib(&ctx, position_index, 3, &positions); // set up a repainting routine create_effect(move || { // update the construction sphere_vec.clear(); sphere_vec.push(engine::sphere(0.5, 0.5, -5.0 + ctrl_x.get(), radius_x.get())); sphere_vec.push(engine::sphere(-0.5, -0.5, -5.0 + ctrl_y.get(), radius_y.get())); sphere_vec.push(engine::sphere(-0.5, 0.5, -5.0, 0.75)); // set the resolution let width = canvas.width() as f32; let height = canvas.height() as f32; ctx.uniform2f(resolution_loc.as_ref(), width, height); ctx.uniform1f(shortdim_loc.as_ref(), width.min(height)); // pass the construction ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32); for n in 0..sphere_vec.len() { let v = &sphere_vec[n]; ctx.uniform3f( sphere_sp_locs[n].as_ref(), v[0] as f32, v[1] as f32, v[2] as f32 ); ctx.uniform2f( sphere_lt_locs[n].as_ref(), v[3] as f32, v[4] as f32 ); ctx.uniform3fv_with_f32_array( color_locs[n].as_ref(), &color_vec[n] ); } // pass the control parameters ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32); /* DEBUG */ ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32); /* DEBUG */ ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32); ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32); ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32); ctx.uniform1i(use_test_construction_loc.as_ref(), use_test_construction.get() as i32); // draw the scene ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32); }); }); view! { div(id="app") { canvas(ref=display, width="600", height="600") div(class="control") { label(for="ctrl-x") { "Sphere 0 depth" } input( type="range", id="ctrl-x", min=-1.0, max=1.0, step=0.001, bind:valueAsNumber=ctrl_x ) } div(class="control") { label(for="ctrl-y") { "Sphere 1 depth" } input( type="range", id="ctrl-y", min=-1.0, max=1.0, step=0.001, bind:valueAsNumber=ctrl_y ) } div(class="control") { label(for="radius-x") { "Sphere 0 radius" } input( type="range", id="radius-x", min=0.5, max=1.5, step=0.001, bind:valueAsNumber=radius_x ) } div(class="control") { label(for="radius-y") { "Sphere 1 radius" } input( type="range", id="radius-y", min=0.5, max=1.5, step=0.001, bind:valueAsNumber=radius_y ) } div(class="control") { label(for="opacity") { "Opacity" } input( type="range", id="opacity", max=1.0, step=0.001, bind:valueAsNumber=opacity ) } div(class="control") { label(for="highlight") { "Highlight" } input( type="range", id="highlight", max=1.0, step=0.001, bind:valueAsNumber=highlight ) } div(class="control") { label(for="layer-threshold") { "Layer threshold" } input( type="range", id="layer-threshold", max=5.0, step=1.0, bind:valueAsNumber=layer_threshold ) } div(class="control") { label(for="use-test-construction") { "Use test values" } input( type="checkbox", id="use-test-construction", bind:checked=use_test_construction ) } } } }); }