Application prototype #14

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glen merged 101 commits from app-proto into main 2024-10-21 23:38:28 +00:00
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@ -2,9 +2,13 @@
// //
// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html // https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
// //
// and this StackOverflow answer by wangdq
//
// https://stackoverflow.com/a/39684775
//
extern crate js_sys; extern crate js_sys;
use std::f64::consts::PI as PI; /* use std::f64::consts::PI as PI; */
use sycamore::{prelude::*, rt::{JsCast, JsValue}}; use sycamore::{prelude::*, rt::{JsCast, JsValue}};
use web_sys::{console, WebGl2RenderingContext, WebGlProgram, WebGlShader}; use web_sys::{console, WebGl2RenderingContext, WebGlProgram, WebGlShader};
@ -19,6 +23,52 @@ fn compile_shader(
shader shader
} }
// load the given data into the vertex input of the given name
fn bind_vertex_attrib(
context: &WebGl2RenderingContext,
program: &WebGlProgram,
name: &str,
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,
);
}
// find the target attribute in the program's attribute list
let attrib_index = context.get_attrib_location(&program, name);
// allow the target attribute to be used
context.enable_vertex_attrib_array(attrib_index as u32);
// 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(
attrib_index as u32,
size,
WebGl2RenderingContext::FLOAT,
false, // don't normalize
0, // zero stride
0, // zero offset
);
}
fn main() { fn main() {
// set up a config option that forwards panic messages to `console.error` // set up a config option that forwards panic messages to `console.error`
#[cfg(feature = "console_error_panic_hook")] #[cfg(feature = "console_error_panic_hook")]
@ -40,16 +90,31 @@ fn main() {
.dyn_into::<WebGl2RenderingContext>() .dyn_into::<WebGl2RenderingContext>()
.unwrap(); .unwrap();
// load the vertex and fragment shaders // compile and attach the vertex and fragment shaders
let vertex_shader = compile_shader( let vertex_shader = compile_shader(
&ctx, &ctx,
WebGl2RenderingContext::VERTEX_SHADER, WebGl2RenderingContext::VERTEX_SHADER,
r##"#version 300 es r##"#version 300 es
in vec4 position; in vec3 position;
in vec3 color;
out vec4 vertexColor;
const float focal_length = 3.0;
const float near_clip = 0.1;
const float far_clip = 20.0;
const float depth_inv = 1. / (far_clip - near_clip);
void main() { void main() {
gl_Position = position; const mat4 world_to_clip = mat4(
focal_length, 0.0, 0.0, 0.0,
0.0, focal_length, 0.0, 0.0,
0.0, 0.0, (near_clip + far_clip) * depth_inv, -1.,
0.0, 0.0, 2. * near_clip * far_clip * depth_inv, 0.0
);
gl_Position = world_to_clip * vec4(position, 1.);
vertexColor = vec4(color, 1.);
} }
"##, "##,
); );
@ -59,10 +124,13 @@ fn main() {
r##"#version 300 es r##"#version 300 es
precision highp float; precision highp float;
in vec4 vertexColor;
out vec4 outColor; out vec4 outColor;
void main() { void main() {
outColor = vec4(gl_FragCoord.xy / 600., 1., 1.); outColor = vertexColor;
} }
"##, "##,
); );
@ -82,58 +150,53 @@ fn main() {
console::log_1(&JsValue::from(link_msg)); console::log_1(&JsValue::from(link_msg));
ctx.use_program(Some(&program)); ctx.use_program(Some(&program));
// 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 up a repainting routine // set up a repainting routine
create_effect(move || { create_effect(move || {
// list the vertices const VERTEX_CNT: usize = 9;
let vertices: [f32; 9] = [
-0.9, 0.9, 0.0, // set the vertex positions
-0.9, -0.9, 0.0, let tip_shift = 4.0/3.0 * tip.get() as f32;
0.9*(tip.get() as f32), 0.0, 0.0 let positions: [f32; 3*VERTEX_CNT] = [
// triangle 1
1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
1.0, -1.0, -7.0,
-1.0, 1.0, -7.0,
// triangle 2
1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
-1.0, 1.0, -7.0,
-1.0, -1.0, -7.0,
// triangle 3
1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
-1.0, -1.0, -7.0,
1.0, -1.0, -7.0
]; ];
bind_vertex_attrib(&ctx, &program, "position", 3, &positions);
// create a vertex buffer and bind it to ARRAY_BUFFER // set the vertex colors
let position_attribute_location = ctx.get_attrib_location(&program, "position"); let colors: [f32; 3*VERTEX_CNT] = [
let buffer = ctx.create_buffer().unwrap(); // triangle 1
ctx.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer)); 1.0, 0.0, 0.5,
1.0, 0.0, 0.5,
// load the vertex list into the vertex buffer. the function 1.0, 0.0, 0.5,
// `Float32Array::view` creates a raw view into our module's // triangle 2
// `WebAssembly.Memory` buffer. allocating more memory will 0.0, 0.5, 1.0,
// change the buffer, invalidating the view. that means we have 0.0, 0.5, 1.0,
// to make sure we don't allocate any memory until the view is 0.0, 0.5, 1.0,
// dropped // triangle 3
unsafe { 0.5, 0.0, 1.0,
ctx.buffer_data_with_array_buffer_view( 0.5, 0.0, 1.0,
WebGl2RenderingContext::ARRAY_BUFFER, 0.5, 0.0, 1.0
&js_sys::Float32Array::view(&vertices), ];
WebGl2RenderingContext::STATIC_DRAW, bind_vertex_attrib(&ctx, &program, "color", 3, &colors);
);
}
// create a vertex array and bind it to the graphics context
let vtx_array_obj = ctx.create_vertex_array().unwrap();
ctx.bind_vertex_array(Some(&vtx_array_obj));
// use whatever is bound to ARRAY_BUFFER---here, the vertex
// buffer created above---as the vertex attribute array
//
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
//
ctx.vertex_attrib_pointer_with_i32(
position_attribute_location as u32,
3, // dimension
WebGl2RenderingContext::FLOAT, // type
false, // normalized?
0, // stride
0, // offset
);
ctx.enable_vertex_attrib_array(position_attribute_location as u32);
// clear the screen and draw the scene // clear the screen and draw the scene
let vert_count = (vertices.len() / 3) as i32;
ctx.clear_color(0.0, 0.0, 0.0, 1.0); ctx.clear_color(0.0, 0.0, 0.0, 1.0);
ctx.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT); ctx.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, vert_count); ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
}); });
}); });