Draw a mesh in perspective, and in color
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@ -2,9 +2,13 @@
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//
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// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
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//
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// and this StackOverflow answer by wangdq
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//
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// https://stackoverflow.com/a/39684775
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//
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extern crate js_sys;
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use std::f64::consts::PI as PI;
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/* use std::f64::consts::PI as PI; */
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use sycamore::{prelude::*, rt::{JsCast, JsValue}};
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use web_sys::{console, WebGl2RenderingContext, WebGlProgram, WebGlShader};
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@ -19,6 +23,52 @@ fn compile_shader(
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shader
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}
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// load the given data into the vertex input of the given name
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fn bind_vertex_attrib(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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name: &str,
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size: i32,
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data: &[f32]
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) {
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// create a data buffer and bind it to ARRAY_BUFFER
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let buffer = context.create_buffer().unwrap();
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context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
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// load the given data into the buffer. the function `Float32Array::view`
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// creates a raw view into our module's `WebAssembly.Memory` buffer.
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// allocating more memory will change the buffer, invalidating the view.
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// that means we have to make sure we don't allocate any memory until the
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// view is dropped
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unsafe {
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context.buffer_data_with_array_buffer_view(
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WebGl2RenderingContext::ARRAY_BUFFER,
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&js_sys::Float32Array::view(&data),
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WebGl2RenderingContext::STATIC_DRAW,
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);
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}
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// find the target attribute in the program's attribute list
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let attrib_index = context.get_attrib_location(&program, name);
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// allow the target attribute to be used
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context.enable_vertex_attrib_array(attrib_index as u32);
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// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
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// above---and bind it to the target attribute
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
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//
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context.vertex_attrib_pointer_with_i32(
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attrib_index as u32,
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size,
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WebGl2RenderingContext::FLOAT,
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false, // don't normalize
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0, // zero stride
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0, // zero offset
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);
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}
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fn main() {
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// set up a config option that forwards panic messages to `console.error`
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#[cfg(feature = "console_error_panic_hook")]
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@ -40,16 +90,31 @@ fn main() {
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.dyn_into::<WebGl2RenderingContext>()
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.unwrap();
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// load the vertex and fragment shaders
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// compile and attach the vertex and fragment shaders
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let vertex_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::VERTEX_SHADER,
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r##"#version 300 es
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in vec4 position;
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in vec3 position;
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in vec3 color;
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out vec4 vertexColor;
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const float focal_length = 3.0;
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const float near_clip = 0.1;
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const float far_clip = 20.0;
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const float depth_inv = 1. / (far_clip - near_clip);
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void main() {
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gl_Position = position;
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const mat4 world_to_clip = mat4(
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focal_length, 0.0, 0.0, 0.0,
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0.0, focal_length, 0.0, 0.0,
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0.0, 0.0, (near_clip + far_clip) * depth_inv, -1.,
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0.0, 0.0, 2. * near_clip * far_clip * depth_inv, 0.0
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);
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gl_Position = world_to_clip * vec4(position, 1.);
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vertexColor = vec4(color, 1.);
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}
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"##,
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);
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@ -59,10 +124,13 @@ fn main() {
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r##"#version 300 es
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precision highp float;
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in vec4 vertexColor;
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out vec4 outColor;
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void main() {
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outColor = vec4(gl_FragCoord.xy / 600., 1., 1.);
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outColor = vertexColor;
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}
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"##,
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);
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@ -82,58 +150,53 @@ fn main() {
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console::log_1(&JsValue::from(link_msg));
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ctx.use_program(Some(&program));
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// create a vertex array and bind it to the graphics context
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let vertex_array = ctx.create_vertex_array().unwrap();
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ctx.bind_vertex_array(Some(&vertex_array));
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// set up a repainting routine
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create_effect(move || {
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// list the vertices
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let vertices: [f32; 9] = [
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-0.9, 0.9, 0.0,
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-0.9, -0.9, 0.0,
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0.9*(tip.get() as f32), 0.0, 0.0
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const VERTEX_CNT: usize = 9;
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// set the vertex positions
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let tip_shift = 4.0/3.0 * tip.get() as f32;
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let positions: [f32; 3*VERTEX_CNT] = [
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// triangle 1
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1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
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1.0, -1.0, -7.0,
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-1.0, 1.0, -7.0,
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// triangle 2
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1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
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-1.0, 1.0, -7.0,
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-1.0, -1.0, -7.0,
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// triangle 3
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1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
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-1.0, -1.0, -7.0,
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1.0, -1.0, -7.0
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];
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bind_vertex_attrib(&ctx, &program, "position", 3, &positions);
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// create a vertex buffer and bind it to ARRAY_BUFFER
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let position_attribute_location = ctx.get_attrib_location(&program, "position");
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let buffer = ctx.create_buffer().unwrap();
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ctx.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
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// load the vertex list into the vertex buffer. the function
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// `Float32Array::view` creates a raw view into our module's
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// `WebAssembly.Memory` buffer. allocating more memory will
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// change the buffer, invalidating the view. that means we have
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// to make sure we don't allocate any memory until the view is
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// dropped
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unsafe {
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ctx.buffer_data_with_array_buffer_view(
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WebGl2RenderingContext::ARRAY_BUFFER,
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&js_sys::Float32Array::view(&vertices),
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WebGl2RenderingContext::STATIC_DRAW,
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);
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}
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// create a vertex array and bind it to the graphics context
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let vtx_array_obj = ctx.create_vertex_array().unwrap();
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ctx.bind_vertex_array(Some(&vtx_array_obj));
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// use whatever is bound to ARRAY_BUFFER---here, the vertex
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// buffer created above---as the vertex attribute array
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
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//
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ctx.vertex_attrib_pointer_with_i32(
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position_attribute_location as u32,
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3, // dimension
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WebGl2RenderingContext::FLOAT, // type
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false, // normalized?
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0, // stride
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0, // offset
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);
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ctx.enable_vertex_attrib_array(position_attribute_location as u32);
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// set the vertex colors
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let colors: [f32; 3*VERTEX_CNT] = [
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// triangle 1
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1.0, 0.0, 0.5,
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1.0, 0.0, 0.5,
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1.0, 0.0, 0.5,
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// triangle 2
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0.0, 0.5, 1.0,
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0.0, 0.5, 1.0,
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0.0, 0.5, 1.0,
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// triangle 3
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0.5, 0.0, 1.0,
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0.5, 0.0, 1.0,
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0.5, 0.0, 1.0
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];
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bind_vertex_attrib(&ctx, &program, "color", 3, &colors);
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// clear the screen and draw the scene
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let vert_count = (vertices.len() / 3) as i32;
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ctx.clear_color(0.0, 0.0, 0.0, 1.0);
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ctx.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, vert_count);
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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});
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});
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