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mirror of https://github.com/emilk/egui.git synced 2026-09-02 06:40:06 -04:00

WIP: rust WebGL rendering

This commit is contained in:
Emil Ernerfeldt
2019-01-04 14:14:32 +01:00
parent bfa20be28e
commit a1ddef742d
22 changed files with 1346 additions and 202 deletions

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@@ -8,10 +8,24 @@ edition = "2018"
crate-type = ["cdylib", "rlib"]
[dependencies]
js-sys = "0.3"
lazy_static = "1"
serde = "1"
serde_json = "1"
wasm-bindgen = "0.2"
# web-sys = { version = "0.3.5", features = ['console', 'Performance', 'Window'] }
emgui = { path = "../emgui" }
[dependencies.web-sys]
version = "0.3"
features = [
'Document',
'Element',
'HtmlCanvasElement',
'WebGlBuffer',
'WebGlProgram',
'WebGlRenderingContext',
'WebGlShader',
'WebGlUniformLocation',
'Window',
]

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@@ -9,11 +9,12 @@ extern crate emgui;
use std::sync::Mutex;
use emgui::{Emgui, RawInput};
use emgui::{Emgui, Frame, RawInput};
use wasm_bindgen::prelude::*;
pub mod app;
mod app;
mod webgl;
#[wasm_bindgen]
pub fn show_gui(raw_input_json: &str) -> String {
@@ -40,3 +41,57 @@ pub fn show_gui(raw_input_json: &str) -> String {
let commands = emgui.paint();
serde_json::to_string(&commands).unwrap()
}
#[wasm_bindgen]
pub fn new_webgl_painter(canvas_id: &str) -> Result<webgl::Painter, JsValue> {
webgl::Painter::new(canvas_id)
}
struct State {
app: app::App,
emgui: Emgui,
emgui_painter: emgui::Painter,
}
impl State {
fn new() -> State {
State {
app: Default::default(),
emgui: Default::default(),
emgui_painter: emgui::Painter::new(),
}
}
fn frame(&mut self, raw_input: RawInput) -> Frame {
self.emgui.new_frame(raw_input);
use crate::app::GuiSettings;
self.app.show_gui(&mut self.emgui.layout);
let mut style = self.emgui.style.clone();
self.emgui.layout.foldable("Style", |gui| {
style.show_gui(gui);
});
self.emgui.style = style;
let commands = self.emgui.paint();
self.emgui_painter.paint(&commands)
}
}
#[wasm_bindgen]
pub fn paint_webgl(webgl_painter: &webgl::Painter, raw_input_json: &str) -> Result<(), JsValue> {
// TODO: nicer interface than JSON
let raw_input: RawInput = serde_json::from_str(raw_input_json).unwrap();
lazy_static::lazy_static! {
static ref STATE: Mutex<Option<State>> = Default::default();
}
let mut state = STATE.lock().unwrap();
if state.is_none() {
*state = Some(State::new());
}
let frame = state.as_mut().unwrap().frame(raw_input);
webgl_painter.paint(&frame)
}

267
emgui_wasm/src/webgl.rs Normal file
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@@ -0,0 +1,267 @@
use {
js_sys::WebAssembly,
wasm_bindgen::{prelude::*, JsCast},
web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader},
};
use emgui::Frame;
#[wasm_bindgen]
pub struct Painter {
canvas: web_sys::HtmlCanvasElement,
gl: WebGlRenderingContext,
program: WebGlProgram,
index_buffer: WebGlBuffer,
pos_buffer: WebGlBuffer,
color_buffer: WebGlBuffer,
}
impl Painter {
pub fn new(canvas_id: &str) -> Result<Painter, JsValue> {
let document = web_sys::window().unwrap().document().unwrap();
let canvas = document.get_element_by_id(canvas_id).unwrap();
let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
let gl = canvas
.get_context("webgl")?
.unwrap()
.dyn_into::<WebGlRenderingContext>()?;
gl.enable(WebGlRenderingContext::BLEND);
gl.blend_func(
WebGlRenderingContext::SRC_ALPHA,
WebGlRenderingContext::ONE_MINUS_SRC_ALPHA,
);
let vert_shader = compile_shader(
&gl,
WebGlRenderingContext::VERTEX_SHADER,
r#"
uniform vec2 u_screen_size;
attribute vec2 a_pos;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
// v_color = vec4(1.0, 0.0, 0.0, 0.5);
v_color = a_color;
}
"#,
)?;
let frag_shader = compile_shader(
&gl,
WebGlRenderingContext::FRAGMENT_SHADER,
r#"
precision highp float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
"#,
)?;
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?;
Ok(Painter {
canvas,
gl,
program,
index_buffer,
pos_buffer,
color_buffer,
})
}
pub fn paint(&self, frame: &Frame) -> Result<(), JsValue> {
let gl = &self.gl;
// --------------------------------------------------------------------
gl.use_program(Some(&self.program));
// --------------------------------------------------------------------
let indices: Vec<u16> = frame.indices.iter().map(|idx| *idx as u16).collect();
let mut positions = Vec::with_capacity(2 * frame.vertices.len());
for v in &frame.vertices {
positions.push(v.x);
positions.push(v.y);
}
let mut colors = Vec::with_capacity(4 * frame.vertices.len());
for v in &frame.vertices {
colors.push(v.color.r);
colors.push(v.color.g);
colors.push(v.color.b);
colors.push(v.color.a);
}
// --------------------------------------------------------------------
let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let indices_ptr = indices.as_ptr() as u32 / 2;
let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
.subarray(indices_ptr, indices_ptr + indices.len() as u32);
gl.bind_buffer(
WebGlRenderingContext::ELEMENT_ARRAY_BUFFER,
Some(&self.index_buffer),
);
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ELEMENT_ARRAY_BUFFER,
&indices_array,
WebGlRenderingContext::STATIC_DRAW, // TODO: STREAM ?
);
// --------------------------------------------------------------------
let pos_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let pos_ptr = positions.as_ptr() as u32 / 4;
let pos_array = js_sys::Float32Array::new(&pos_memory_buffer)
.subarray(pos_ptr, pos_ptr + positions.len() as u32);
gl.bind_buffer(WebGlRenderingContext::ARRAY_BUFFER, Some(&self.pos_buffer));
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ARRAY_BUFFER,
&pos_array,
WebGlRenderingContext::STATIC_DRAW, // TODO: STREAM ?
);
let a_pos_loc = gl.get_attrib_location(&self.program, "a_pos");
assert!(a_pos_loc >= 0);
let a_pos_loc = a_pos_loc as u32;
let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_pos_loc,
2,
WebGlRenderingContext::FLOAT,
normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_pos_loc);
// --------------------------------------------------------------------
let colors_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let colors_ptr = colors.as_ptr() as u32;
let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer)
.subarray(colors_ptr, colors_ptr + colors.len() as u32);
gl.bind_buffer(
WebGlRenderingContext::ARRAY_BUFFER,
Some(&self.color_buffer),
);
gl.buffer_data_with_array_buffer_view(
WebGlRenderingContext::ARRAY_BUFFER,
&colors_array,
WebGlRenderingContext::STATIC_DRAW, // TODO: STREAM ?
);
let a_color_loc = gl.get_attrib_location(&self.program, "a_color");
assert!(a_color_loc >= 0);
let a_color_loc = a_color_loc as u32;
let normalize = true;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_color_loc,
4,
WebGlRenderingContext::UNSIGNED_BYTE,
normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_color_loc);
// --------------------------------------------------------------------
let u_screen_size_loc = gl
.get_uniform_location(&self.program, "u_screen_size")
.unwrap();
gl.uniform2f(
Some(&u_screen_size_loc),
self.canvas.width() as f32,
self.canvas.height() as f32,
);
// gl.uniform2f(Some(&u_screen_size_loc), 4.0, 1.0);
gl.clear_color(0.05, 0.05, 0.05, 1.0);
gl.clear(WebGlRenderingContext::COLOR_BUFFER_BIT);
gl.draw_elements_with_i32(
WebGlRenderingContext::TRIANGLE_STRIP,
indices.len() as i32,
WebGlRenderingContext::UNSIGNED_SHORT,
0,
);
Ok(())
}
}
fn compile_shader(
gl: &WebGlRenderingContext,
shader_type: u32,
source: &str,
) -> Result<WebGlShader, String> {
let shader = gl
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
gl.shader_source(&shader, source);
gl.compile_shader(&shader);
if gl
.get_shader_parameter(&shader, WebGlRenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(gl
.get_shader_info_log(&shader)
.unwrap_or_else(|| "Unknown error creating shader".into()))
}
}
fn link_program<'a, T: IntoIterator<Item = &'a WebGlShader>>(
gl: &WebGlRenderingContext,
shaders: T,
) -> Result<WebGlProgram, String> {
let program = gl
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
for shader in shaders {
gl.attach_shader(&program, shader)
}
gl.link_program(&program);
if gl
.get_program_parameter(&program, WebGlRenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(gl
.get_program_info_log(&program)
.unwrap_or_else(|| "Unknown error creating program object".into()))
}
}