| 1 |
|
| 2 |
|
| 3 |
|
| 4 |
|
| 5 |
|
| 6 |
use wasm_bindgen::prelude::*; |
| 7 |
use web_sys::{WebGl2RenderingContext as Gl, WebGlBuffer, WebGlProgram, WebGlShader, WebGlUniformLocation, WebGlVertexArrayObject}; |
| 8 |
|
| 9 |
const MARK_VS: &str = r#"#version 300 es |
| 10 |
layout(location = 0) in vec2 corner; |
| 11 |
layout(location = 1) in vec2 center; |
| 12 |
layout(location = 2) in float size; |
| 13 |
layout(location = 3) in float shape; |
| 14 |
layout(location = 4) in vec4 colour; |
| 15 |
uniform vec2 view; |
| 16 |
out vec2 uv; |
| 17 |
out float vshape; |
| 18 |
out vec4 vcolour; |
| 19 |
out float px; |
| 20 |
void main() { |
| 21 |
float r = size + 1.5; |
| 22 |
vec2 p = center + corner * r; |
| 23 |
uv = corner * r / size; |
| 24 |
vshape = shape; |
| 25 |
vcolour = colour; |
| 26 |
px = 1.0 / size; |
| 27 |
gl_Position = vec4(p.x / view.x * 2.0 - 1.0, 1.0 - p.y / view.y * 2.0, 0.0, 1.0); |
| 28 |
} |
| 29 |
"#; |
| 30 |
|
| 31 |
const MARK_FS: &str = r#"#version 300 es |
| 32 |
precision mediump float; |
| 33 |
in vec2 uv; |
| 34 |
in float vshape; |
| 35 |
in vec4 vcolour; |
| 36 |
in float px; |
| 37 |
out vec4 frag; |
| 38 |
void main() { |
| 39 |
vec2 a = abs(uv); |
| 40 |
float d; |
| 41 |
if (vshape < 0.5) { |
| 42 |
d = length(uv) - 1.0; // a push: a dot |
| 43 |
} else if (vshape < 1.5) { |
| 44 |
d = (a.x + a.y) * 0.85 - 1.0; // a proposal: a diamond |
| 45 |
} else if (vshape < 2.5) { |
| 46 |
d = abs(length(uv) - 0.72) - 0.28; // an issue: a ring |
| 47 |
} else if (vshape < 3.5) { |
| 48 |
d = min(a.x + 3.5 * a.y, 3.5 * a.x + a.y) * 0.5 - 0.5; // a release: a star |
| 49 |
} else { |
| 50 |
d = abs(length(uv) - 0.85) - 0.12; // a repository: a thin ring |
| 51 |
} |
| 52 |
float cover = 1.0 - smoothstep(-px, px, d); |
| 53 |
frag = vcolour * cover; |
| 54 |
} |
| 55 |
"#; |
| 56 |
|
| 57 |
const LINE_VS: &str = r#"#version 300 es |
| 58 |
layout(location = 0) in vec2 pos; |
| 59 |
layout(location = 1) in vec4 colour; |
| 60 |
uniform vec2 view; |
| 61 |
out vec4 vcolour; |
| 62 |
void main() { |
| 63 |
vcolour = colour; |
| 64 |
gl_Position = vec4(pos.x / view.x * 2.0 - 1.0, 1.0 - pos.y / view.y * 2.0, 0.0, 1.0); |
| 65 |
} |
| 66 |
"#; |
| 67 |
|
| 68 |
const LINE_FS: &str = r#"#version 300 es |
| 69 |
precision mediump float; |
| 70 |
in vec4 vcolour; |
| 71 |
out vec4 frag; |
| 72 |
void main() { frag = vcolour; } |
| 73 |
"#; |
| 74 |
|
| 75 |
|
| 76 |
const MARK_FLOATS: i32 = 8; |
| 77 |
const LINE_FLOATS: i32 = 6; |
| 78 |
|
| 79 |
pub struct Renderer { |
| 80 |
gl: Gl, |
| 81 |
marks: WebGlProgram, |
| 82 |
lines: WebGlProgram, |
| 83 |
mark_view: Option<WebGlUniformLocation>, |
| 84 |
line_view: Option<WebGlUniformLocation>, |
| 85 |
mark_vao: WebGlVertexArrayObject, |
| 86 |
line_vao: WebGlVertexArrayObject, |
| 87 |
instances: WebGlBuffer, |
| 88 |
line_buf: WebGlBuffer, |
| 89 |
} |
| 90 |
|
| 91 |
fn shader(gl: &Gl, kind: u32, src: &str) -> Result<WebGlShader, JsValue> { |
| 92 |
let s = gl.create_shader(kind).ok_or("no shader")?; |
| 93 |
gl.shader_source(&s, src); |
| 94 |
gl.compile_shader(&s); |
| 95 |
if gl.get_shader_parameter(&s, Gl::COMPILE_STATUS).as_bool() == Some(true) { |
| 96 |
Ok(s) |
| 97 |
} else { |
| 98 |
Err(gl.get_shader_info_log(&s).unwrap_or_default().into()) |
| 99 |
} |
| 100 |
} |
| 101 |
|
| 102 |
fn program(gl: &Gl, vs: &str, fs: &str) -> Result<WebGlProgram, JsValue> { |
| 103 |
let p = gl.create_program().ok_or("no program")?; |
| 104 |
gl.attach_shader(&p, &shader(gl, Gl::VERTEX_SHADER, vs)?); |
| 105 |
gl.attach_shader(&p, &shader(gl, Gl::FRAGMENT_SHADER, fs)?); |
| 106 |
gl.link_program(&p); |
| 107 |
if gl.get_program_parameter(&p, Gl::LINK_STATUS).as_bool() == Some(true) { |
| 108 |
Ok(p) |
| 109 |
} else { |
| 110 |
Err(gl.get_program_info_log(&p).unwrap_or_default().into()) |
| 111 |
} |
| 112 |
} |
| 113 |
|
| 114 |
fn float_attrib(gl: &Gl, loc: u32, size: i32, stride: i32, offset: i32, divisor: u32) { |
| 115 |
gl.enable_vertex_attrib_array(loc); |
| 116 |
gl.vertex_attrib_pointer_with_i32(loc, size, Gl::FLOAT, false, stride * 4, offset * 4); |
| 117 |
gl.vertex_attrib_divisor(loc, divisor); |
| 118 |
} |
| 119 |
|
| 120 |
impl Renderer { |
| 121 |
pub fn new(gl: Gl) -> Result<Renderer, JsValue> { |
| 122 |
let marks = program(&gl, MARK_VS, MARK_FS)?; |
| 123 |
let lines = program(&gl, LINE_VS, LINE_FS)?; |
| 124 |
let mark_view = gl.get_uniform_location(&marks, "view"); |
| 125 |
let line_view = gl.get_uniform_location(&lines, "view"); |
| 126 |
|
| 127 |
|
| 128 |
let mark_vao = gl.create_vertex_array().ok_or("no vertex array")?; |
| 129 |
gl.bind_vertex_array(Some(&mark_vao)); |
| 130 |
let quad = gl.create_buffer().ok_or("no buffer")?; |
| 131 |
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&quad)); |
| 132 |
let corners: [f32; 8] = [-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0]; |
| 133 |
|
| 134 |
unsafe { |
| 135 |
let view = js_sys::Float32Array::view(&corners); |
| 136 |
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &view, Gl::STATIC_DRAW); |
| 137 |
} |
| 138 |
float_attrib(&gl, 0, 2, 2, 0, 0); |
| 139 |
let instances = gl.create_buffer().ok_or("no buffer")?; |
| 140 |
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&instances)); |
| 141 |
float_attrib(&gl, 1, 2, MARK_FLOATS, 0, 1); |
| 142 |
float_attrib(&gl, 2, 1, MARK_FLOATS, 2, 1); |
| 143 |
float_attrib(&gl, 3, 1, MARK_FLOATS, 3, 1); |
| 144 |
float_attrib(&gl, 4, 4, MARK_FLOATS, 4, 1); |
| 145 |
|
| 146 |
|
| 147 |
let line_vao = gl.create_vertex_array().ok_or("no vertex array")?; |
| 148 |
gl.bind_vertex_array(Some(&line_vao)); |
| 149 |
let line_buf = gl.create_buffer().ok_or("no buffer")?; |
| 150 |
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&line_buf)); |
| 151 |
float_attrib(&gl, 0, 2, LINE_FLOATS, 0, 0); |
| 152 |
float_attrib(&gl, 1, 4, LINE_FLOATS, 2, 0); |
| 153 |
gl.bind_vertex_array(None); |
| 154 |
|
| 155 |
gl.enable(Gl::BLEND); |
| 156 |
|
| 157 |
gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); |
| 158 |
Ok(Renderer { gl, marks, lines, mark_view, line_view, mark_vao, line_vao, instances, line_buf }) |
| 159 |
} |
| 160 |
|
| 161 |
|
| 162 |
|
| 163 |
pub fn draw(&self, w: f32, h: f32, pw: i32, ph: i32, instances: &[f32], lines: &[f32]) { |
| 164 |
let gl = &self.gl; |
| 165 |
gl.viewport(0, 0, pw, ph); |
| 166 |
gl.clear_color(0.0, 0.0, 0.0, 0.0); |
| 167 |
gl.clear(Gl::COLOR_BUFFER_BIT); |
| 168 |
|
| 169 |
if !lines.is_empty() { |
| 170 |
gl.use_program(Some(&self.lines)); |
| 171 |
gl.uniform2f(self.line_view.as_ref(), w, h); |
| 172 |
gl.bind_vertex_array(Some(&self.line_vao)); |
| 173 |
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.line_buf)); |
| 174 |
|
| 175 |
unsafe { |
| 176 |
let view = js_sys::Float32Array::view(lines); |
| 177 |
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &view, Gl::STREAM_DRAW); |
| 178 |
} |
| 179 |
gl.draw_arrays(Gl::LINES, 0, lines.len() as i32 / LINE_FLOATS); |
| 180 |
} |
| 181 |
|
| 182 |
if !instances.is_empty() { |
| 183 |
gl.use_program(Some(&self.marks)); |
| 184 |
gl.uniform2f(self.mark_view.as_ref(), w, h); |
| 185 |
gl.bind_vertex_array(Some(&self.mark_vao)); |
| 186 |
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.instances)); |
| 187 |
unsafe { |
| 188 |
let view = js_sys::Float32Array::view(instances); |
| 189 |
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &view, Gl::STREAM_DRAW); |
| 190 |
} |
| 191 |
gl.draw_arrays_instanced(Gl::TRIANGLE_STRIP, 0, 4, instances.len() as i32 / MARK_FLOATS); |
| 192 |
} |
| 193 |
gl.bind_vertex_array(None); |
| 194 |
} |
| 195 |
} |