WebGL 示例
此示例使用 WebGL API 将三角形绘制到屏幕上。
Cargo.toml
Cargo.toml
启用了获取和使用 WebGL 渲染上下文所需的特性。
[package]
name = "webgl"
version = "0.1.0"
authors = ["The wasm-bindgen Developers"]
edition = "2018"
rust-version = "1.57"
[lib]
crate-type = ["cdylib"]
[dependencies]
js-sys = "0.3.69"
wasm-bindgen = "0.2.92"
[dependencies.web-sys]
version = "0.3.4"
features = [
'Document',
'Element',
'HtmlCanvasElement',
'WebGlBuffer',
'WebGlVertexArrayObject',
'WebGl2RenderingContext',
'WebGlProgram',
'WebGlShader',
'Window',
]
src/lib.rs
此源文件处理获取渲染上下文、编译着色器、用顶点坐标填充缓冲区以及将三角形绘制到屏幕上所需的所有逻辑。
# #![allow(unused_variables)] #fn main() { use wasm_bindgen::prelude::*; use web_sys::{WebGl2RenderingContext, WebGlProgram, WebGlShader}; #[wasm_bindgen(start)] fn start() -> Result<(), JsValue> { let document = web_sys::window().unwrap().document().unwrap(); let canvas = document.get_element_by_id("canvas").unwrap(); let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?; let context = canvas .get_context("webgl2")? .unwrap() .dyn_into::<WebGl2RenderingContext>()?; let vert_shader = compile_shader( &context, WebGl2RenderingContext::VERTEX_SHADER, r##"#version 300 es in vec4 position; void main() { gl_Position = position; } "##, )?; let frag_shader = compile_shader( &context, WebGl2RenderingContext::FRAGMENT_SHADER, r##"#version 300 es precision highp float; out vec4 outColor; void main() { outColor = vec4(1, 1, 1, 1); } "##, )?; let program = link_program(&context, &vert_shader, &frag_shader)?; context.use_program(Some(&program)); let vertices: [f32; 9] = [-0.7, -0.7, 0.0, 0.7, -0.7, 0.0, 0.0, 0.7, 0.0]; let position_attribute_location = context.get_attrib_location(&program, "position"); let buffer = context.create_buffer().ok_or("Failed to create buffer")?; context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer)); // Note that `Float32Array::view` is somewhat dangerous (hence the // `unsafe`!). This is creating a raw view into our module's // `WebAssembly.Memory` buffer, but if we allocate more pages for ourself // (aka do a memory allocation in Rust) it'll cause the buffer to change, // causing the `Float32Array` to be invalid. // // As a result, after `Float32Array::view` we have to be very careful not to // do any memory allocations before it's dropped. unsafe { let positions_array_buf_view = js_sys::Float32Array::view(&vertices); context.buffer_data_with_array_buffer_view( WebGl2RenderingContext::ARRAY_BUFFER, &positions_array_buf_view, WebGl2RenderingContext::STATIC_DRAW, ); } let vao = context .create_vertex_array() .ok_or("Could not create vertex array object")?; context.bind_vertex_array(Some(&vao)); context.vertex_attrib_pointer_with_i32( position_attribute_location as u32, 3, WebGl2RenderingContext::FLOAT, false, 0, 0, ); context.enable_vertex_attrib_array(position_attribute_location as u32); context.bind_vertex_array(Some(&vao)); let vert_count = (vertices.len() / 3) as i32; draw(&context, vert_count); Ok(()) } fn draw(context: &WebGl2RenderingContext, vert_count: i32) { context.clear_color(0.0, 0.0, 0.0, 1.0); context.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT); context.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, vert_count); } pub fn compile_shader( context: &WebGl2RenderingContext, shader_type: u32, source: &str, ) -> Result<WebGlShader, String> { let shader = context .create_shader(shader_type) .ok_or_else(|| String::from("Unable to create shader object"))?; context.shader_source(&shader, source); context.compile_shader(&shader); if context .get_shader_parameter(&shader, WebGl2RenderingContext::COMPILE_STATUS) .as_bool() .unwrap_or(false) { Ok(shader) } else { Err(context .get_shader_info_log(&shader) .unwrap_or_else(|| String::from("Unknown error creating shader"))) } } pub fn link_program( context: &WebGl2RenderingContext, vert_shader: &WebGlShader, frag_shader: &WebGlShader, ) -> Result<WebGlProgram, String> { let program = context .create_program() .ok_or_else(|| String::from("Unable to create shader object"))?; context.attach_shader(&program, vert_shader); context.attach_shader(&program, frag_shader); context.link_program(&program); if context .get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS) .as_bool() .unwrap_or(false) { Ok(program) } else { Err(context .get_program_info_log(&program) .unwrap_or_else(|| String::from("Unknown error creating program object"))) } } #}