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use web_sys::{WebGlProgram, WebGl2RenderingContext};
const VERTEX_SHADER: &str =
r#"#version 300 es
in vec4 pos;
void main() {
gl_Position = pos;
}
"#;
const FRAGMENT_SHADER: &str =
r#"#version 300 es
precision mediump float;
out vec4 color;
void main() {
color = vec4(1, 0, 0, 1);
}
"#;
pub struct Shaders {
program: Option<WebGlProgram>,
pos_loc: i32,
}
impl Shaders {
pub fn new() -> Self {
Self {
program: None,
pos_loc: -1
}
}
fn create_program(&mut self, ctx: &WebGl2RenderingContext) -> Result<(), String> {
self.program = Some(ctx.create_program().ok_or("could not create program id")?);
Ok(())
}
fn create_shader(&mut self, ctx: &WebGl2RenderingContext,
shader_type: u32, source: &str) -> Result<(), String> {
let program = self.program.as_ref().ok_or("could not find created program")?;
let shader = ctx.create_shader(shader_type)
.ok_or("could not create shader")?;
ctx.shader_source(&shader, source);
ctx.compile_shader(&shader);
let status = ctx.get_shader_parameter(&shader, WebGl2RenderingContext::COMPILE_STATUS);
if status == wasm_bindgen::JsValue::TRUE {
ctx.attach_shader(program, &shader);
Ok(())
} else {
Err(format!("\n{}", ctx.get_shader_info_log(&shader).unwrap_or_default()))
}
}
fn create_vertex_shader(&mut self, ctx: &WebGl2RenderingContext) -> Result<(), String> {
self.create_shader(ctx, WebGl2RenderingContext::VERTEX_SHADER, VERTEX_SHADER)
}
fn create_fragment_shader(&mut self, ctx: &WebGl2RenderingContext) -> Result<(), String> {
self.create_shader(ctx, WebGl2RenderingContext::FRAGMENT_SHADER, FRAGMENT_SHADER)
}
fn compile(&mut self, ctx: &WebGl2RenderingContext) -> Result<(), String> {
let program = self.program.as_ref().ok_or("could not find created program")?;
ctx.link_program(program);
let status = ctx.get_program_parameter(program, WebGl2RenderingContext::LINK_STATUS);
if status == wasm_bindgen::JsValue::TRUE {
Ok(())
} else {
Err(format!("\n{}", ctx.get_program_info_log(program).unwrap_or_default()))
}
}
pub fn init(&mut self, ctx: &WebGl2RenderingContext) -> Result<(), String> {
debug!("create program");
self.create_program(ctx)
.map_err(|e| { error!("webgl2 create program: {}", e); e})?;
debug!("create vertex shader");
self.create_vertex_shader(ctx)
.map_err(|e| { error!("webgl2 create vertex shader: {}", e); e})?;
debug!("create fragment shader");
self.create_fragment_shader(ctx)
.map_err(|e| { error!("webgl2 create fragment shader: {}", e); e})?;
debug!("compile shader program");
self.compile(ctx)
.map_err(|e| { error!("webgl2 shader: {}", e); e})?;
let program = self.program.as_ref().ok_or("could not find created program")?;
self.pos_loc = ctx.get_attrib_location(program, "pos");
trace!("got attrib location 'pos'({})", self.pos_loc);
info!("initialised shader program");
Ok(())
}
pub fn remove(&mut self, ctx: &WebGl2RenderingContext) {
ctx.delete_program(self.program.as_ref())
}
}
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