3 unstable releases
|0.2.0||Jun 14, 2022|
|0.1.1||Jan 16, 2021|
|0.1.0||Jan 16, 2021|
#421 in WebAssembly
WebGL State Machine in Rust
An opinionated wrapper for low-level WebGL API with intention to provide a bit of explicit state management with reasonable defaults.
Primary goals for this library is to support WebGL 1.0 so it is built on top of raw bindings from
- Program - GL program description including vertex shader, fragment shader, attributes and uniforms. Program takes care of compiling shaders, getting attributes / uniforms locations and finally disposing resources once it goes out of scope.
- Mesh - structure that holds references to data uploaded to GPU, takes care of disposing array / element buffers once it goes out of scope.
- Framebuffer - render target, has depth and color slot, can also be initialized as empty then rendering would go to the screen.
- Pipeline - a primitive for drawing stuff to screen, sole purpose of which is to set GL context configuration and provide
shademethod for drawing.
Get it from crates.io
[dependencies] # ... glsmrs = "0.2.0"
use glsmrs as gl;
Ctx is a wrapper that is using
Rc internally so you can clone it and pass around without worrying too much about lifetimes.
let ctx = gl::util::get_ctx("canvas-name", "webgl")?;
Create some mesh, like an RGB triangle
let vertices = vec![[0.5, -0.5], [0.0, 0.5], [-0.5, -0.5]]; let colors = vec![[1., 0., 0.], [0., 1., 0.], [0., 0., 1.]]; let indices = [0, 1, 2]; let triangle = gl::mesh::Mesh::new(&ctx, &indices)? .with_attribute::<gl::attributes::AttributeVector2>("position", &vertices)? .with_attrubute::<gl::attributes::AttributeVector3>("color", &colors)?;
Define render target
let viewport = gl::texture::Viewport::new(720, 480); let displayfb = gl::texture::EmptyFramebuffer::new(&ctx, viewport);
Create a program description
let program = gl::Program::new( &ctx, include_str!("../shaders/dummy.vert"), include_str!("../shaders/dummy.frag"), )?;
Run program on state supplying necessary inputs
let uniforms: HashMap<_, _> = vec![ ("time", gl::UniformData::Scalar(time as f32)), ].into_iter().collect(); let pipeline = gl::Pipeline::new(&ctx); pipeline.shade( &program, uniforms, vec![&mut triangle], &mut displayfb )?;
For example project using this library check out [ https://github.com/wg-romank/wasm-game-of-life ] a tweaked version of original WASM tutorial that runs entierly on GPU.