1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289
#![warn(missing_docs)]
//! Wrend is a ***W***ebGL2 ***Rend***ering library for making Rust/JavaScript + WebGL development easier and safer.
//!
//! Wrend provides an organized system for building custom rendering pipelines: you tell Wrend *how* all of your graphical resources
//! relate to one another through user-specified ids and callbacks, and it does all the work of actually putting things together.
//! It also comes with some out-of-the-box nice-to-have abstractions like recording canvas output and animation frame scheduling,
//! as well as automatic clean-up.
//!
//! Though most of the demo app examples are built using Yew, `wrend` itself is framework agnostic and is designed
//! to be used in a variety of settings with diverse rendering pipelines, including contexts like React and
//! raw HTML & JavaScript.
//!
//! ## Overview
//!
//! ### Links
//!
//! The fundamental organizing components of Wrend are `links`, such as [`ProgramLink`], [`AttributeLink`],
//! and [`UniformLink`], which get appended to a [RendererDataBuilder]. These links tell `wrend` how your data
//! should be created and how each resource relates to all the other resources in your pipeline.
//!
//! ### Callbacks
//!
//! Many links accept some sort of callback, which is used to create a particular resource in your build pipeline.
//!
//! For example, [`BufferLink`] accepts a [`BufferCreateCallback`], which is called during the build process to
//! acquire a [`web_sys::WebGlBuffer`]. In this callback, you are free to initialize your [`web_sys::WebGlBuffer`]
//! however you like.
//!
//! ### Ids
//!
//! Most resources such as shaders, [`Uniform`]s and [`Attribute`]s retrieve resources using unique [`Id`]s, which can be
//! any data type that implements the [`Id`] trait. These Ids help Wrend understand how your data fits together.
//!
//! For example, you can load shaders into the build pipeline using [`RendererDataBuilder::add_vertex_shader_src`].
//! Then, when creating a [`ProgramLink`], you can refer to that shader using its `VertexShaderId` to link that shader
//! to any number of programs you create.
//!
//! ### Build
//!
//! Once all resources and `links` have been added to the [RendererDataBuilder], the pipeline can be built
//! on using [RendererDataBuilder::build_renderer].
//!
//! # Panics
//!
//! There are very few locations in which Rust code can panic in `wrend`, and those that exist are being slimmed down.
//!
//! The primary locations that *can* are where JavaScript types such as arrays are passed into Rust--because these types must be converted
//! to WebAssembly, there is currently the chance for panic if the wrong type is supplied. If using TypeScript, you should see TypeScript errors
//! for any incorrect types supplied, as the library as a whole is strongly typed.
//!
//! A long term goal of `wrend` is to provide matchable errors (or `catch`able errors in JavaScript) for all fallible operations.
//!
//! # Example
//!
//! The following is a "Hello, triangle!" example (the equivalent of "Hello, world!" for WebGL)
//!
//! ```no_run
//! use js_sys::Float32Array;
//! use wasm_bindgen::{prelude::*, JsCast};
//! use web_sys::{window, HtmlCanvasElement, WebGl2RenderingContext};
//! use wrend::{
//! AttributeCreateContext, AttributeLink, BufferCreateContext, BufferLink, Id, IdDefault, IdName,
//! ProgramLink, Renderer, RendererData,
//! };
//!
//! #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default)]
//! pub struct ProgramId;
//!
//! impl Id for ProgramId {}
//!
//! #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default)]
//! pub struct VaoId;
//!
//! impl Id for VaoId {}
//!
//! #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
//! pub enum BufferId {
//! VertexBuffer,
//! }
//!
//! impl Id for BufferId {}
//!
//! impl Default for BufferId {
//! fn default() -> Self {
//! Self::VertexBuffer
//! }
//! }
//!
//! impl IdName for BufferId {
//! fn name(&self) -> String {
//! match self {
//! BufferId::VertexBuffer => "a_position".to_string(),
//! }
//! }
//! }
//!
//! #[derive(Clone, Default, Copy, PartialEq, Eq, Hash, Debug)]
//! pub struct VertexShaderId;
//!
//! impl Id for VertexShaderId {}
//!
//! #[derive(Clone, Default, Copy, PartialEq, Eq, Hash, Debug)]
//! pub struct FragmentShaderId;
//!
//! impl Id for FragmentShaderId {}
//!
//! #[derive(Clone, Default, Copy, PartialEq, Eq, Hash, Debug)]
//! pub struct PositionAttributeId;
//!
//! impl Id for PositionAttributeId {}
//!
//! impl IdName for PositionAttributeId {
//! fn name(&self) -> String {
//! String::from("a_position")
//! }
//! }
//!
//! #[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Default)]
//! struct AppState {
//! count: u32,
//! }
//!
//! const VERTEX_SHADER: &str = r#"#version 300 es
//! in vec2 a_position;
//! out vec2 v_position;
//!
//! void main() {
//! gl_Position = vec4(a_position, 0, 1);
//! vec2 zero_to_two = a_position + 1.0;
//! vec2 zero_to_one = zero_to_two * 0.5;
//! v_position = zero_to_one;
//! }"#;
//!
//!
//! const FRAGMENT_SHADER: &str = r#"#version 300 es
//! precision mediump float;
//! in vec2 v_position;
//! out vec4 out_color;
//!
//! void main() {
//! out_color = vec4(v_position.x, v_position.y, v_position.x * 0.5 + v_position.y * 0.5, 1);
//! }"#;
//!
//! pub fn main() -> Result<(), JsValue> {
//! let canvas: HtmlCanvasElement = window()
//! .unwrap()
//! .document()
//! .unwrap()
//! .query_selector("canvas")
//! .unwrap()
//! .unwrap()
//! .dyn_into()
//! .unwrap();
//!
//! let app_state = AppState::default();
//!
//! let program_link = ProgramLink::new(ProgramId, VertexShaderId, FragmentShaderId);
//!
//! let vertex_buffer_link =
//! BufferLink::new(BufferId::VertexBuffer, |ctx: &BufferCreateContext| {
//! let gl = ctx.gl();
//! let buffer = gl.create_buffer().unwrap();
//! gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
//! let vertex_array = unsafe { Float32Array::view(&[-0.0, 1.0, 1.0, -1.0, -1.0, -1.0]) };
//! gl.buffer_data_with_array_buffer_view(
//! WebGl2RenderingContext::ARRAY_BUFFER,
//! &vertex_array,
//! WebGl2RenderingContext::STATIC_DRAW,
//! );
//!
//! buffer
//! });
//!
//! let a_position_link = AttributeLink::new(
//! VaoId,
//! BufferId::VertexBuffer,
//! PositionAttributeId,
//! |ctx: &AttributeCreateContext| {
//! let gl = ctx.gl();
//! let attribute_location = ctx.attribute_location();
//! let webgl_buffer = ctx.webgl_buffer();
//! gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(webgl_buffer));
//! gl.vertex_attrib_pointer_with_i32(
//! attribute_location.into(),
//! 2,
//! WebGl2RenderingContext::FLOAT,
//! false,
//! 0,
//! 0,
//! );
//! },
//! );
//!
//! let render_callback = |renderer_data: &RendererData<
//! VertexShaderId,
//! FragmentShaderId,
//! ProgramId,
//! IdDefault,
//! BufferId,
//! PositionAttributeId,
//! IdDefault,
//! IdDefault,
//! IdDefault,
//! VaoId,
//! AppState,
//! >| {
//! let gl = renderer_data.gl();
//! let canvas: HtmlCanvasElement = gl.canvas().unwrap().dyn_into().unwrap();
//!
//! renderer_data.use_program(&ProgramId);
//! renderer_data.use_vao(&VaoId);
//!
//! gl.viewport(0, 0, canvas.width() as i32, canvas.height() as i32);
//! gl.clear_color(0.0, 0.0, 0.0, 0.0);
//! gl.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
//! gl.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, 3);
//! };
//!
//! let mut render_builder = Renderer::builder();
//!
//! render_builder
//! .set_canvas(canvas)
//! .set_user_ctx(app_state)
//! .add_vertex_shader_src(VertexShaderId, VERTEX_SHADER.to_string())
//! .add_fragment_shader_src(FragmentShaderId, FRAGMENT_SHADER.to_string())
//! .add_program_link(program_link)
//! .add_buffer_link(vertex_buffer_link)
//! .add_attribute_link(a_position_link)
//! .add_vao_link(VaoId)
//! .set_render_callback(render_callback);
//!
//! let renderer = render_builder
//! .build_renderer()
//! .expect("Renderer should successfully build");
//!
//! renderer.render();
//!
//! Ok(())
//! }
//! ```
//!
//! # Demos
//!
//! todo
//!
//! ## Future Work
//!
//! Currently, wrend only supports build pipelines where all resources are initialized up front.
//! That is, no *new* textures, buffers, uniforms can be added after the pipeline has been initialized.
mod animation;
mod attributes;
mod buffers;
mod callbacks;
mod constants;
mod framebuffers;
mod ids;
mod math;
mod programs;
mod recording;
mod renderer_data;
mod renderers;
mod shaders;
mod textures;
mod transform_feedback;
mod types;
mod uniforms;
mod utils;
pub(crate) use recording::*;
pub use animation::*;
pub use attributes::*;
pub use buffers::*;
pub use callbacks::*;
pub use constants::*;
pub use framebuffers::*;
pub use ids::*;
pub use math::*;
pub use programs::*;
pub use renderer_data::*;
pub use renderers::*;
pub use shaders::*;
pub use textures::*;
pub use transform_feedback::*;
pub use types::*;
pub use uniforms::*;
pub use utils::*;