web-sys: WebGL - The wasm-bindgen Guide (original) (raw)

  1. Introduction
  2. 1. Examples
    1. 1.1. Hello, World!
    2. 1.2. Using console.log
    3. 1.3. Small Wasm files
    4. 1.4. Without a Bundler
    5. 1.5. Synchronous Instantiation
    6. 1.6. Importing functions from JS
    7. 1.7. Working with char
    8. 1.8. js-sys: WebAssembly in WebAssembly
    9. 1.9. web-sys: DOM hello world
    10. 1.10. web-sys: Closures
    11. 1.11. web-sys: performance.now
    12. 1.12. web-sys: using fetch
    13. 1.13. web-sys: Weather report
    14. 1.14. web-sys: canvas hello world
    15. 1.15. web-sys: canvas Julia set
    16. 1.16. web-sys: WebAudio
    17. 1.17. web-sys: WebGL
    18. 1.18. web-sys: WebSockets
    19. 1.19. web-sys: WebRTC DataChannel
    20. 1.20. web-sys: requestAnimationFrame
    21. 1.21. web-sys: A Simple Paint Program
    22. 1.22. web-sys: Wasm in Web Worker
    23. 1.23. Parallel Raytracing
    24. 1.24. Wasm Audio Worklet
    25. 1.25. web-sys: A TODO MVC App
  3. 2. Reference
    1. 2.1. Deployment
    2. 2.2. JS snippets
    3. 2.3. Static JS Objects
    4. 2.4. Passing Rust Closures to JS
    5. 2.5. Receiving JS Closures in Rust
    6. 2.6. Promises and Futures
    7. 2.7. Iterating over JS Values
    8. 2.8. Arbitrary Data with Serde
    9. 2.9. Accessing Properties of Untyped JS Values
    10. 2.10. Working with Duck-Typed Interfaces
    11. 2.11. Command Line Interface
    12. 2.12. Optimizing for Size
    13. 2.13. Supported Rust Targets
    14. 2.14. Supported Browsers
    15. 2.15. Support for Weak References
    16. 2.16. Support for Reference Types
    17. 2.17. Supported Types
      1. 2.17.1. Imported JavaScript Types
      2. 2.17.2. Exported Rust Types
      3. 2.17.3. JsValue
      4. 2.17.4. Box<[T]> and Vec
      5. 2.17.5. *const T and *mut T
      6. 2.17.6. NonNull
      7. 2.17.7. Numbers
      8. 2.17.8. bool
      9. 2.17.9. char
      10. 2.17.10. str
      11. 2.17.11. String
      12. 2.17.12. Number Slices
      13. 2.17.13. Boxed Number Slices
      14. 2.17.14. Result<T, E>
    18. 2.18. #[wasm_bindgen] Attributes
      1. 2.18.1. On JavaScript Imports
        1. 2.18.1.1. catch
          1. 2.18.1.2. constructor
          2. 2.18.1.3. extends
          3. 2.18.1.4. getter and setter
          4. 2.18.1.5. final
          5. 2.18.1.6. indexing_getter, indexing_setter, and indexing_deleter
          6. 2.18.1.7. js_class = "Blah"
          7. 2.18.1.8. js_name
          8. 2.18.1.9. js_namespace
          9. 2.18.1.10. method
          10. 2.18.1.11. module = "blah"
          11. 2.18.1.12. raw_module = "blah"
          12. 2.18.1.13. no_deref
          13. 2.18.1.14. static_method_of = Blah
          14. 2.18.1.15. structural
          15. 2.18.1.16. typescript_type
          16. 2.18.1.17. variadic
          17. 2.18.1.18. vendor_prefix
      2. 2.18.2. On Rust Exports
        1. 2.18.2.1. constructor
          1. 2.18.2.2. js_name = Blah
          2. 2.18.2.3. js_class = Blah
          3. 2.18.2.4. readonly
          4. 2.18.2.5. skip
          5. 2.18.2.6. skip_jsdoc
          6. 2.18.2.7. start
          7. 2.18.2.8. main
          8. 2.18.2.9. typescript_custom_section
          9. 2.18.2.10. getter and setter
          10. 2.18.2.11. inspectable
          11. 2.18.2.12. skip_typescript
          12. 2.18.2.13. getter_with_clone
          13. 2.18.2.14. unchecked_return_type and unchecked_param_type
          14. 2.18.2.15. return_description and param_description
  4. 3. web-sys
    1. 3.1. Using web-sys
    2. 3.2. Cargo Features
    3. 3.3. Function Overloads
    4. 3.4. Type Translations
    5. 3.5. Inheritance
    6. 3.6. Unstable APIs
  5. 4. Testing with wasm-bindgen-test
    1. 4.1. Usage
    2. 4.2. Writing Asynchronous Tests
    3. 4.3. Testing in Headless Browsers
    4. 4.4. Continuous Integration
    5. 4.5. Coverage (Experimental)
  6. 5. Contributing to wasm-bindgen
    1. 5.1. Testing
  7. 5.2. Internal Design
    1. 5.2.1. JS Objects in Rust
      1. 5.2.2. Exporting a function to JS
      2. 5.2.3. Exporting a struct to JS
      3. 5.2.4. Importing a function from JS
      4. 5.2.5. Importing a class from JS
      5. 5.2.6. Rust Type conversions
      6. 5.2.7. Types in wasm-bindgen
  8. 5.3. js-sys
    1. 5.3.1. Testing
      1. 5.3.2. Adding More APIs
  9. 5.4. web-sys
    1. 5.4.1. Overview
      1. 5.4.2. Testing
      2. 5.4.3. Logging
      3. 5.4.4. Supporting More Web APIs
  10. 5.5. Publishing
  11. 5.6. Team

The `wasm-bindgen` Guide

WebGL Example

View full source code or view the compiled example online

This example draws a triangle to the screen using the WebGL API.

Cargo.toml

The Cargo.toml enables features necessary to obtain and use a WebGL rendering context.

[package]
authors = ["The wasm-bindgen Developers"]
edition = "2021"
name = "webgl"
publish = false
version = "0.0.0"

[lib]
crate-type = ["cdylib"]

[dependencies]
js-sys = { path = "../../crates/js-sys" }
wasm-bindgen = { path = "../../" }

[dependencies.web-sys]
features = [
  'Document',
  'Element',
  'HtmlCanvasElement',
  'WebGlBuffer',
  'WebGlVertexArrayObject',
  'WebGl2RenderingContext',
  'WebGlProgram',
  'WebGlShader',
  'Window',
]
path = "../../crates/web-sys"

[lints]
workspace = true

src/lib.rs

This source file handles all of the necessary logic to obtain a rendering context, compile shaders, fill a buffer with vertex coordinates, and draw a triangle to the screen.


# #![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")))
    }
}

#}