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lib.rs
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lib.rs
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// forked from https://github.com/niba1122/rust-wasm-webgl-mdn-tutorial
mod utils;
use wasm_bindgen::prelude::*;
use wasm_bindgen::JsCast;
use web_sys::{HtmlImageElement, WebGlRenderingContext, WebGlShader, WebGlBuffer, WebGlProgram, WebGlUniformLocation};
use std::rc::{Rc};
use std::cell::{RefCell};
extern crate nalgebra_glm as glm;
// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
// allocator.
#[cfg(feature = "wee_alloc")]
#[global_allocator]
static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
#[wasm_bindgen]
extern "C" {
#[wasm_bindgen(js_namespace = console)]
fn log(s: &str);
#[wasm_bindgen(js_namespace = console)]
fn error(s: &str);
}
static FRAGMENT_SHADER: &'static str = r#"
precision mediump float;
uniform sampler2D texture;
varying vec2 vTextureCoord;
void main() {
gl_FragColor = texture2D(texture, vTextureCoord);
}
"#;
static VERTEX_SHADER: &'static str = r#"
attribute vec3 position;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
attribute vec2 textureCoord;
varying vec2 vTextureCoord;
void main() {
vTextureCoord = textureCoord;
gl_Position = uPMatrix * uMVMatrix * vec4(position, 1.0);
}
"#;
#[wasm_bindgen]
pub fn start() -> Result<(), JsValue> {
let gl = get_webgl_context_by_id("canvas");
let shader_program = init_shaders(&gl);
let (
position_buffer,
coord_buffer,
index_buffer
) = init_buffers(&gl);
let vertex_position = gl.get_attrib_location(&shader_program, "position") as u32;
let vertex_coord = gl.get_attrib_location(&shader_program, "textureCoord") as u32;
let program_projection_matrix = gl.get_uniform_location(&shader_program, "uPMatrix").unwrap();
let program_model_view_matrix = gl.get_uniform_location(&shader_program, "uMVMatrix").unwrap();
let start_time = get_current_time();
{
let f = Rc::new(RefCell::new(None));
let g = f.clone();
*g.borrow_mut() = Some(Closure::wrap(Box::new(move || {
draw_scene(
&gl,
&shader_program,
vertex_position,
vertex_coord,
&program_projection_matrix,
&program_model_view_matrix,
&position_buffer,
&coord_buffer,
&index_buffer,
start_time,
get_current_time()
);
request_animation_frame(f.borrow().as_ref().unwrap());
}) as Box<dyn FnMut()>));
request_animation_frame(g.borrow().as_ref().unwrap());
}
Ok(())
}
fn get_webgl_context_by_id(id: &str) -> WebGlRenderingContext {
let document = web_sys::window()
.unwrap()
.document()
.unwrap();
let canvas = document
.get_element_by_id(id)
.unwrap()
.dyn_into::<web_sys::HtmlCanvasElement>()
.unwrap();
let gl = canvas
.get_context("webgl")
.unwrap()
.unwrap()
.dyn_into::<WebGlRenderingContext>()
.unwrap();
gl.viewport(0, 0, canvas.width() as i32, canvas.height() as i32);
gl
}
fn get_shader(gl: &WebGlRenderingContext, shader_type: u32, source: &str) -> WebGlShader {
let shader = gl.create_shader(shader_type).unwrap();
gl.shader_source(&shader, source);
gl.compile_shader(&shader);
let compile_is_succeeded = gl.get_shader_parameter(&shader, WebGlRenderingContext::COMPILE_STATUS).as_bool().unwrap();
if !compile_is_succeeded {
panic!("There was an error compiling the shader");
}
shader
}
fn init_shaders(gl: &WebGlRenderingContext) -> WebGlProgram {
let fragment_shader = get_shader(&gl, WebGlRenderingContext::FRAGMENT_SHADER, FRAGMENT_SHADER);
let vertex_shader = get_shader(&gl, WebGlRenderingContext::VERTEX_SHADER, VERTEX_SHADER);
let shader_program = gl.create_program().unwrap();
gl.attach_shader(&shader_program, &vertex_shader);
gl.attach_shader(&shader_program, &fragment_shader);
gl.link_program(&shader_program);
let shader_is_created = gl.get_program_parameter(&shader_program, WebGlRenderingContext::LINK_STATUS).as_bool().unwrap();
if !shader_is_created {
let info = gl.get_program_info_log(&shader_program).unwrap();
error(&format!("Unable to initialize shader program: {}", info));
}
gl.use_program(Some(&shader_program));
let vertex_position_attribute = gl.get_attrib_location(&shader_program, "position");
gl.enable_vertex_attrib_array(vertex_position_attribute as u32);
let vertex_coord_attribute = gl.get_attrib_location(&shader_program, "textureCoord");
gl.enable_vertex_attrib_array(vertex_coord_attribute as u32);
shader_program
}
fn init_buffers(gl: &WebGlRenderingContext) -> (WebGlBuffer, WebGlBuffer, WebGlBuffer) {
// Cube data
// 1.0 y
// ^ -1.0
// | / z
// |/ x
// -1.0 -----------------> +1.0
// / |
// +1.0 / |
// -1.0
//
// [7]------[6]
// / | / |
// [3]------[2] |
// | | | |
// | [4]----|-[5]
// |/ |/
// [0]------[1]
//
let positions = [
// Front face
-0.5, -0.5, 0.5, // v0
0.5, -0.5, 0.5, // v1
0.5, 0.5, 0.5, // v2
-0.5, 0.5, 0.5, // v3
// Back face
-0.5, -0.5, -0.5, // v4
0.5, -0.5, -0.5, // v5
0.5, 0.5, -0.5, // v6
-0.5, 0.5, -0.5, // v7
// Top face
0.5, 0.5, 0.5, // v2
-0.5, 0.5, 0.5, // v3
-0.5, 0.5, -0.5, // v7
0.5, 0.5, -0.5, // v6
// Bottom face
-0.5, -0.5, 0.5, // v0
0.5, -0.5, 0.5, // v1
0.5, -0.5, -0.5, // v5
-0.5, -0.5, -0.5, // v4
// Right face
0.5, -0.5, 0.5, // v1
0.5, 0.5, 0.5, // v2
0.5, 0.5, -0.5, // v6
0.5, -0.5, -0.5, // v5
// Left face
-0.5, -0.5, 0.5, // v0
-0.5, 0.5, 0.5, // v3
-0.5, 0.5, -0.5, // v7
-0.5, -0.5, -0.5 // v4
];
let coords = [
// Front face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Top face
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
// Bottom face
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
// Right face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Left face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
let indices = [
0, 1, 2, 0, 2 , 3, // Front face
4, 5, 6, 4, 6 , 7, // Back face
8, 9, 10, 8, 10, 11, // Top face
12, 13, 14, 12, 14, 15, // Bottom face
16, 17, 18, 16, 18, 19, // Right face
20, 21, 22, 20, 22, 23 // Left face
];
let position_buffer = gl.create_buffer().unwrap();
gl.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&position_buffer));
unsafe {
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&positions),
WebGlRenderingContext::STATIC_DRAW
);
}
let coord_buffer = gl.create_buffer().unwrap();
gl.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&coord_buffer));
unsafe {
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&coords),
WebGlRenderingContext::STATIC_DRAW
);
}
let index_buffer = gl.create_buffer().unwrap();
gl.bind_buffer(WebGlRenderingContext::ELEMENT_ARRAY_BUFFER, Some(&index_buffer));
unsafe {
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ELEMENT_ARRAY_BUFFER,
&js_sys::Uint16Array::view(&indices),
WebGlRenderingContext::STATIC_DRAW
);
}
let img_src = "../../../assets/textures/frog.jpg";
// How to load textures in Rust_WebGl - SnoozeTime
// https://snoozetime.github.io/2019/12/19/webgl-texture.html
let texture0 = gl.create_texture().expect("Cannot create gl texture");
gl.bind_texture(WebGlRenderingContext::TEXTURE_2D, Some(&texture0));
let level = 0;
let internal_format = WebGlRenderingContext::RGBA;
let src_format = WebGlRenderingContext::RGBA;
let src_type = WebGlRenderingContext::UNSIGNED_BYTE;
let img = HtmlImageElement::new().unwrap();
img.set_cross_origin(Some(""));
let imgrc = Rc::new(img);
let texture = Rc::new(texture0);
{
let img = imgrc.clone();
let texture = texture.clone();
let gl = Rc::new(gl.clone());
let a = Closure::wrap(Box::new(move || {
gl.bind_texture(WebGlRenderingContext::TEXTURE_2D, Some(&texture));
if let Err(_e) = gl.tex_image_2d_with_u32_and_u32_and_image(
WebGlRenderingContext::TEXTURE_2D,
level,
internal_format as i32,
src_format,
src_type,
&img,
) {
return;
}
// different from webgl1 where we need the pic to be power of 2
gl.generate_mipmap(WebGlRenderingContext::TEXTURE_2D);
}) as Box<dyn FnMut()>);
imgrc.set_onload(Some(a.as_ref().unchecked_ref()));
// Normally we'd store the handle to later get dropped at an appropriate
// time but for now we want it to be a global handler so we use the
// forget method to drop it without invalidating the closure. Note that
// this is leaking memory in Rust, so this should be done judiciously!
a.forget();
}
imgrc.set_src(img_src);
(position_buffer, coord_buffer, index_buffer)
}
fn draw_scene(
gl: &WebGlRenderingContext,
shader_program: &WebGlProgram,
vertex_position: u32,
vertex_coord: u32,
program_projection_matrix: &WebGlUniformLocation,
program_model_view_matrix: &WebGlUniformLocation,
position_buffer: &WebGlBuffer,
coord_buffer: &WebGlBuffer,
index_buffer: &WebGlBuffer,
start_time: f64,
current_time: f64
) {
gl.enable(WebGlRenderingContext::DEPTH_TEST);
gl.depth_func(WebGlRenderingContext::LEQUAL);
gl.clear(WebGlRenderingContext::COLOR_BUFFER_BIT | WebGlRenderingContext::DEPTH_BUFFER_BIT);
let canvas = gl.canvas().unwrap().dyn_into::<web_sys::HtmlCanvasElement>().unwrap();
let field_of_view = 45.0 * std::f32::consts::PI / 180.0;
let aspect = canvas.client_width() as f32 / canvas.client_height() as f32;
let z_near = 0.1;
let z_far = 100.0;
let projection_matrix = glm::perspective(aspect, field_of_view, z_near, z_far);
let vec_projection_matrix = projection_matrix.iter().map(|v| *v).collect::<Vec<_>>();
let delta = (current_time - start_time) as f32;
let model_view_matrix = glm::translate(&glm::Mat4::identity(), &glm::TVec3::new(-0.0, 0.0, -2.0));
let model_view_matrix = glm::rotate(&model_view_matrix, delta, &glm::TVec3::new(0.0, 0.0, 1.0));
let model_view_matrix = glm::rotate(&model_view_matrix, delta*0.7, &glm::TVec3::new(0.0, 1.0, 0.0));
let vec_model_view_matrix = model_view_matrix.iter().map(|v| *v).collect::<Vec<_>>();
{
let num_components = 3;
let data_type: u32 = WebGlRenderingContext::FLOAT;
let normalize = false;
let stride = 0;
let offset = 0;
gl.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&position_buffer));
gl.vertex_attrib_pointer_with_i32(
vertex_position,
num_components,
data_type,
normalize,
stride,
offset
);
gl.enable_vertex_attrib_array(vertex_position);
}
{
let num_components = 2;
let data_type: u32 = WebGlRenderingContext::FLOAT;
let normalize = false;
let stride = 0;
let offset = 0;
gl.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&coord_buffer));
gl.vertex_attrib_pointer_with_i32(
vertex_coord,
num_components,
data_type,
normalize,
stride,
offset
);
gl.enable_vertex_attrib_array(vertex_coord);
}
{
gl.bind_buffer(WebGlRenderingContext::ELEMENT_ARRAY_BUFFER, Some(&index_buffer))
}
gl.use_program(Some(&shader_program));
gl.uniform_matrix4fv_with_f32_array(
Some(program_projection_matrix),
false,
&vec_projection_matrix
);
gl.uniform_matrix4fv_with_f32_array(
Some(program_model_view_matrix),
false,
&vec_model_view_matrix
);
let offset = 0;
let vertex_count = 36;
let data_type = WebGlRenderingContext::UNSIGNED_SHORT;
gl.draw_elements_with_i32(WebGlRenderingContext::TRIANGLES, vertex_count, data_type, offset);
}
fn get_current_time() -> f64 { // sec
js_sys::Date::now() / 1000.0
}
fn window() -> web_sys::Window {
web_sys::window().expect("no global `window` exists")
}
fn request_animation_frame(f: &Closure<dyn FnMut()>) {
window()
.request_animation_frame(f.as_ref().unchecked_ref())
.expect("should register `requestAnimationFrame` OK");
}