use crate::error::WasmError; use wasm_bindgen::JsCast; use web_sys::WebGl2RenderingContext as GlContext; use super::webgl; use super::webgl::{Color4, ShaderType, WebGl2}; use super::shader::{MAIN_VERTEX_SHADER, MAIN_FRAGMENT_SHADER}; use super::shader::ShaderProgram; pub struct GraphicsContext { gl: WebGl2, frame_nr: u64, shader: ShaderProgram, vao: webgl::WebGlVertexArrayObject, buffer: webgl::WebGlBuffer, } impl GraphicsContext { pub fn from_canvas(canvas: web_sys::OffscreenCanvas) -> Result { let context = canvas.get_context("webgl2") .map_err(|_| WasmError::WebGl2ContextCreation( format!("context cration failed: getContext returned an exception")))? .ok_or_else(|| WasmError::WebGl2ContextCreation( format!("context cration failed: getContext returned nothing")))?; let context = context .dyn_into::() .map_err(|_| WasmError::WebGl2ContextCreation( format!("context object is not a context")))?; let gl = WebGl2::from_context(context); let shader = ShaderProgram::from_sources(&gl, &[ (ShaderType::Vertex, MAIN_VERTEX_SHADER.to_string()), (ShaderType::Fragment, MAIN_FRAGMENT_SHADER.to_string()), ])?; let vao = gl.create_vertex_array() .map_err(|_| WasmError::WebGlBuffer( format!("glGenVertexArrays failed")))?; gl.bind_vertex_array(&vao); let buffer = gl.create_buffer() .map_err(|_| WasmError::WebGlBuffer( format!("glCreateBuffer failed")))?; gl.bind_array_buffer(&buffer); gl.array_buffer_data_f32(&[ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, ]); gl.enable_vertex_attrib_array(0); Ok(Self { gl, frame_nr: 0, shader, vao, buffer }) } pub fn update(&mut self) -> Result<(), WasmError> { let light = 0.5; let speed = 60.0; let a = (self.frame_nr as f32) / speed; let a = f32::abs(f32::sin(a)); let b = f32::abs(f32::cos(a)); let (a, b) = (a * light, b * light); self.gl.set_viewport(); self.gl.clear(&Color4::new(a, light - a, b, 1.0)); self.shader.run(&self.gl); self.gl.vertex_attrib_f32_pointer(0, 2); self.gl.draw_triangle_arrays(6); self.frame_nr += 1; Ok(()) } }