web-sys: WebGL - The wasm-bindgen
Guide (original) (raw)
- Introduction
- 1. Examples
- 1.1. Hello, World!
- 1.2. Using console.log
- 1.3. Small Wasm files
- 1.4. Without a Bundler
- 1.5. Synchronous Instantiation
- 1.6. Importing functions from JS
- 1.7. Working with char
- 1.8. js-sys: WebAssembly in WebAssembly
- 1.9. web-sys: DOM hello world
- 1.10. web-sys: Closures
- 1.11. web-sys: performance.now
- 1.12. web-sys: using fetch
- 1.13. web-sys: Weather report
- 1.14. web-sys: canvas hello world
- 1.15. web-sys: canvas Julia set
- 1.16. web-sys: WebAudio
- 1.17. web-sys: WebGL
- 1.18. web-sys: WebSockets
- 1.19. web-sys: WebRTC DataChannel
- 1.20. web-sys: requestAnimationFrame
- 1.21. web-sys: A Simple Paint Program
- 1.22. web-sys: Wasm in Web Worker
- 1.23. Parallel Raytracing
- 1.24. Wasm Audio Worklet
- 1.25. web-sys: A TODO MVC App
- 2. Reference
- 2.1. Deployment
- 2.2. JS snippets
- 2.3. Static JS Objects
- 2.4. Passing Rust Closures to JS
- 2.5. Receiving JS Closures in Rust
- 2.6. Promises and Futures
- 2.7. Iterating over JS Values
- 2.8. Arbitrary Data with Serde
- 2.9. Accessing Properties of Untyped JS Values
- 2.10. Working with Duck-Typed Interfaces
- 2.11. Command Line Interface
- 2.12. Optimizing for Size
- 2.13. Supported Rust Targets
- 2.14. Supported Browsers
- 2.15. Support for Weak References
- 2.16. Support for Reference Types
- 2.17. Supported Types
- 2.18. #[wasm_bindgen] Attributes
- 2.18.1. On JavaScript Imports
- 2.18.1.1. catch
- 2.18.1.2. constructor
- 2.18.1.3. extends
- 2.18.1.4. getter and setter
- 2.18.1.5. final
- 2.18.1.6. indexing_getter, indexing_setter, and indexing_deleter
- 2.18.1.7. js_class = "Blah"
- 2.18.1.8. js_name
- 2.18.1.9. js_namespace
- 2.18.1.10. method
- 2.18.1.11. module = "blah"
- 2.18.1.12. raw_module = "blah"
- 2.18.1.13. no_deref
- 2.18.1.14. static_method_of = Blah
- 2.18.1.15. structural
- 2.18.1.16. typescript_type
- 2.18.1.17. variadic
- 2.18.1.18. vendor_prefix
- 2.18.1.1. catch
- 2.18.2. On Rust Exports
- 2.18.2.1. constructor
- 2.18.2.2. js_name = Blah
- 2.18.2.3. js_class = Blah
- 2.18.2.4. readonly
- 2.18.2.5. skip
- 2.18.2.6. skip_jsdoc
- 2.18.2.7. start
- 2.18.2.8. main
- 2.18.2.9. typescript_custom_section
- 2.18.2.10. getter and setter
- 2.18.2.11. inspectable
- 2.18.2.12. skip_typescript
- 2.18.2.13. getter_with_clone
- 2.18.2.14. unchecked_return_type and unchecked_param_type
- 2.18.2.15. return_description and param_description
- 2.18.2.1. constructor
- 3. web-sys
- 4. Testing with wasm-bindgen-test
- 5. Contributing to wasm-bindgen
- 5.2. Internal Design
- 5.3. js-sys
- 5.4. web-sys
- 5.5. Publishing
- 5.6. Team
The `wasm-bindgen` Guide
View full source code or view the compiled example online
This example draws a triangle to the screen using the WebGL API.
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
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")))
}
}
#}