use futures::StreamExt;
use gloo_net::websocket::Message;
use gloo_net::websocket::futures::WebSocket;
use leptos::html::Canvas;
use leptos::logging::*;
use leptos::prelude::*;
use leptos::task::spawn_local;
use leptos::wasm_bindgen::JsCast;
use std::cell::RefCell;
use std::rc::Rc;
use web_sys::HtmlCanvasElement;
use web_sys::WebGl2RenderingContext as GL;
use web_sys::WebGlProgram;
use crate::ArrayView;
const MAX_SAMPLES: usize = 4096;
pub enum TimeSinkMode {
Websocket(String),
Data(ReadSignal<Vec<u8>>),
}
impl Default for TimeSinkMode {
fn default() -> Self {
Self::Websocket("ws://127.0.0.1:9001".to_string())
}
}
struct RenderState {
canvas: HtmlCanvasElement,
gl: GL,
shader: WebGlProgram,
vertex_len: i32,
}
#[component]
pub fn TimeSink(
#[prop(into)] min: Signal<f32>,
#[prop(into)] max: Signal<f32>,
#[prop(optional)] mode: TimeSinkMode,
) -> impl IntoView {
let data = match mode {
TimeSinkMode::Data(d) => d,
TimeSinkMode::Websocket(s) => {
let (data, set_data) = signal(vec![]);
{
spawn_local(async move {
let mut ws = WebSocket::open(&s).unwrap();
while let Some(msg) = ws.next().await {
match msg {
Ok(Message::Bytes(b)) => {
set_data(b);
}
_ => {
log!("TimeSink: WebSocket {:?}", msg);
}
}
}
log!("TimeSink: WebSocket Closed");
});
}
data
}
};
let canvas_ref = NodeRef::<Canvas>::new();
Effect::new(move || {
if let Some(canvas) = canvas_ref.get() {
let gl: GL = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into()
.unwrap();
let vert_code = r"
attribute vec2 coordinates;
uniform float u_nsamples;
uniform float u_min;
uniform float u_max;
varying float power;
void main(void) {
float x = -1.0 + 2.0 * coordinates.x / u_nsamples;
power = (10.0 * log(coordinates.y) / log(10.0) - u_min) / (u_max - u_min);
float y = 2.0 * power - 1.0;
gl_Position = vec4(x, y, 0.0, 1.0);
}
";
let vert_shader = gl.create_shader(GL::VERTEX_SHADER).unwrap();
gl.shader_source(&vert_shader, vert_code);
gl.compile_shader(&vert_shader);
let frag_code = r"
precision mediump float;
varying float power;
vec3 color_map(float t) {
const vec3 c0 = vec3(0.2777273272234177, 0.005407344544966578, 0.3340998053353061);
const vec3 c1 = vec3(0.1050930431085774, 1.404613529898575, 1.384590162594685);
const vec3 c2 = vec3(-0.3308618287255563, 0.214847559468213, 0.09509516302823659);
const vec3 c3 = vec3(-4.634230498983486, -5.799100973351585, -19.33244095627987);
const vec3 c4 = vec3(6.228269936347081, 14.17993336680509, 56.69055260068105);
const vec3 c5 = vec3(4.776384997670288, -13.74514537774601, -65.35303263337234);
const vec3 c6 = vec3(-5.435455855934631, 4.645852612178535, 26.3124352495832);
return c0+t*(c1+t*(c2+t*(c3+t*(c4+t*(c5+t*c6)))));
}
void main(void) {
gl_FragColor = vec4(color_map(clamp(power, 0.0, 1.0)), 0.9);
}
";
let frag_shader = gl.create_shader(GL::FRAGMENT_SHADER).unwrap();
gl.shader_source(&frag_shader, frag_code);
gl.compile_shader(&frag_shader);
let shader = gl.create_program().unwrap();
gl.attach_shader(&shader, &vert_shader);
gl.attach_shader(&shader, &frag_shader);
gl.link_program(&shader);
gl.use_program(Some(&shader));
let u_min = gl.get_uniform_location(&shader, "u_min");
gl.uniform1f(u_min.as_ref(), min.get());
let u_max = gl.get_uniform_location(&shader, "u_max");
gl.uniform1f(u_max.as_ref(), max.get());
let vertex_buffer = gl.create_buffer().unwrap();
let init_data = [0.0f32; MAX_SAMPLES * 2];
let view = unsafe { f32::view(&init_data) };
gl.bind_buffer(GL::ARRAY_BUFFER, Some(&vertex_buffer));
gl.buffer_data_with_array_buffer_view(GL::ARRAY_BUFFER, &view, GL::DYNAMIC_DRAW);
let position = gl.get_attrib_location(&shader, "coordinates") as u32;
gl.vertex_attrib_pointer_with_i32(position, 2, GL::FLOAT, false, 0, 0);
gl.enable_vertex_attrib_array(position);
let state = Rc::new(RefCell::new(RenderState {
canvas,
gl,
shader,
vertex_len: 0,
}));
request_animation_frame(render(state, data))
}
});
view! { <canvas node_ref=canvas_ref style="width: 100%; height: 100%" /> }
}
fn render(state: Rc<RefCell<RenderState>>, data: ReadSignal<Vec<u8>>) -> impl FnOnce() + 'static {
move || {
{
let RenderState {
canvas,
gl,
shader,
vertex_len,
} = &mut (*state.borrow_mut());
let display_width = canvas.client_width() as u32;
let display_height = canvas.client_height() as u32;
let need_resize = canvas.width() != display_width || canvas.height() != display_height;
if need_resize {
canvas.set_width(display_width);
canvas.set_height(display_height);
gl.viewport(0, 0, display_width as i32, display_height as i32);
}
let bytes = &*data.read_untracked();
if !bytes.is_empty() {
let samples = unsafe {
let s = std::cmp::min(bytes.len() / 4, MAX_SAMPLES);
let p = bytes.as_ptr();
std::slice::from_raw_parts(p as *const f32, s)
};
let l = samples.len();
let vertices: Vec<f32> = samples
.iter()
.enumerate()
.flat_map(|(i, v)| vec![i as f32, *v])
.collect();
let view = unsafe { f32::view(&vertices) };
gl.buffer_sub_data_with_i32_and_array_buffer_view(GL::ARRAY_BUFFER, 0, &view);
let u_nsamples = gl.get_uniform_location(shader, "u_nsamples");
gl.uniform1f(u_nsamples.as_ref(), l as f32);
*vertex_len = l as i32;
gl.draw_arrays(GL::LINE_STRIP, 0, *vertex_len);
}
}
request_animation_frame(render(state, data))
}
}