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bundle.go
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package main
import (
"fmt"
"reflect"
"runtime"
"syscall/js"
"unsafe"
)
// Shamelessly stolen from: https://github.com/golang/go/issues/32402
// Thanks hajimehoshi
func sliceToByteSlice(s interface{}) []byte {
switch s := s.(type) {
case []int8:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
return *(*[]byte)(unsafe.Pointer(h))
case []int16:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 2
h.Cap *= 2
return *(*[]byte)(unsafe.Pointer(h))
case []int32:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 4
h.Cap *= 4
return *(*[]byte)(unsafe.Pointer(h))
case []int64:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 8
h.Cap *= 8
return *(*[]byte)(unsafe.Pointer(h))
case []uint8:
return s
case []uint16:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 2
h.Cap *= 2
return *(*[]byte)(unsafe.Pointer(h))
case []uint32:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 4
h.Cap *= 4
return *(*[]byte)(unsafe.Pointer(h))
case []uint64:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 8
h.Cap *= 8
return *(*[]byte)(unsafe.Pointer(h))
case []float32:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 4
h.Cap *= 4
return *(*[]byte)(unsafe.Pointer(h))
case []float64:
h := (*reflect.SliceHeader)(unsafe.Pointer(&s))
h.Len *= 8
h.Cap *= 8
return *(*[]byte)(unsafe.Pointer(h))
default:
panic(fmt.Sprintf("jsutil: unexpected value at sliceToBytesSlice: %T", s))
}
}
func SliceToTypedArray(s interface{}) js.Value {
switch s := s.(type) {
case []int8:
a := js.Global().Get("Uint8Array").New(len(s))
js.CopyBytesToJS(a, sliceToByteSlice(s))
runtime.KeepAlive(s)
buf := a.Get("buffer")
return js.Global().Get("Int8Array").New(buf, a.Get("byteOffset"), a.Get("byteLength"))
case []int16:
a := js.Global().Get("Uint8Array").New(len(s) * 2)
js.CopyBytesToJS(a, sliceToByteSlice(s))
runtime.KeepAlive(s)
buf := a.Get("buffer")
return js.Global().Get("Int16Array").New(buf, a.Get("byteOffset"), a.Get("byteLength").Int()/2)
case []int32:
a := js.Global().Get("Uint8Array").New(len(s) * 4)
js.CopyBytesToJS(a, sliceToByteSlice(s))
runtime.KeepAlive(s)
buf := a.Get("buffer")
return js.Global().Get("Int32Array").New(buf, a.Get("byteOffset"), a.Get("byteLength").Int()/4)
case []uint8:
a := js.Global().Get("Uint8Array").New(len(s))
js.CopyBytesToJS(a, s)
runtime.KeepAlive(s)
return a
case []uint16:
a := js.Global().Get("Uint8Array").New(len(s) * 2)
js.CopyBytesToJS(a, sliceToByteSlice(s))
runtime.KeepAlive(s)
buf := a.Get("buffer")
return js.Global().Get("Uint16Array").New(buf, a.Get("byteOffset"), a.Get("byteLength").Int()/2)
case []uint32:
a := js.Global().Get("Uint8Array").New(len(s) * 4)
js.CopyBytesToJS(a, sliceToByteSlice(s))
runtime.KeepAlive(s)
buf := a.Get("buffer")
return js.Global().Get("Uint32Array").New(buf, a.Get("byteOffset"), a.Get("byteLength").Int()/4)
case []float32:
a := js.Global().Get("Uint8Array").New(len(s) * 4)
js.CopyBytesToJS(a, sliceToByteSlice(s))
runtime.KeepAlive(s)
buf := a.Get("buffer")
return js.Global().Get("Float32Array").New(buf, a.Get("byteOffset"), a.Get("byteLength").Int()/4)
case []float64:
a := js.Global().Get("Uint8Array").New(len(s) * 8)
js.CopyBytesToJS(a, sliceToByteSlice(s))
runtime.KeepAlive(s)
buf := a.Get("buffer")
return js.Global().Get("Float64Array").New(buf, a.Get("byteOffset"), a.Get("byteLength").Int()/8)
default:
panic(fmt.Sprintf("jsutil: unexpected value at SliceToTypedArray: %T", s))
}
}
var (
width int
height int
gl js.Value
glTypes GLTypes
)
type GLTypes struct {
staticDraw js.Value
arrayBuffer js.Value
elementArrayBuffer js.Value
vertexShader js.Value
fragmentShader js.Value
float js.Value
depthTest js.Value
colorBufferBit js.Value
triangles js.Value
unsignedShort js.Value
}
func (types *GLTypes) New() {
types.staticDraw = gl.Get("STATIC_DRAW")
types.arrayBuffer = gl.Get("ARRAY_BUFFER")
types.elementArrayBuffer = gl.Get("ELEMENT_ARRAY_BUFFER")
types.vertexShader = gl.Get("VERTEX_SHADER")
types.fragmentShader = gl.Get("FRAGMENT_SHADER")
types.float = gl.Get("FLOAT")
types.depthTest = gl.Get("DEPTH_TEST")
types.colorBufferBit = gl.Get("COLOR_BUFFER_BIT")
types.triangles = gl.Get("TRIANGLES")
types.unsignedShort = gl.Get("UNSIGNED_SHORT")
}
func main() {
// Init Canvas stuff
doc := js.Global().Get("document")
canvasEl := doc.Call("getElementById", "gocanvas")
width = doc.Get("body").Get("clientWidth").Int()
height = doc.Get("body").Get("clientHeight").Int()
canvasEl.Set("width", width)
canvasEl.Set("height", height)
gl = canvasEl.Call("getContext", "webgl")
if gl.IsUndefined() {
gl = canvasEl.Call("getContext", "experimental-webgl")
}
// once again
if gl.IsUndefined() {
js.Global().Call("alert", "browser might not support webgl")
return
}
glTypes.New()
//// VERTEX BUFFER ////
var verticesNative = []float32{
-0.5, 0.5, 0,
-0.5, -0.5, 0,
0.5, -0.5, 0,
}
var vertices = SliceToTypedArray(verticesNative)
// Create buffer
vertexBuffer := gl.Call("createBuffer", glTypes.arrayBuffer)
// Bind to buffer
gl.Call("bindBuffer", glTypes.arrayBuffer, vertexBuffer)
// Pass data to buffer
gl.Call("bufferData", glTypes.arrayBuffer, vertices, glTypes.staticDraw)
// Unbind buffer
gl.Call("bindBuffer", glTypes.arrayBuffer, nil)
//// INDEX BUFFER ////
var indicesNative = []uint32{
2, 1, 0,
}
var indices = SliceToTypedArray(indicesNative)
// Create buffer
indexBuffer := gl.Call("createBuffer", glTypes.elementArrayBuffer)
// Bind to buffer
gl.Call("bindBuffer", glTypes.elementArrayBuffer, indexBuffer)
// Pass data to buffer
gl.Call("bufferData", glTypes.elementArrayBuffer, indices, glTypes.staticDraw)
// Unbind buffer
gl.Call("bindBuffer", glTypes.elementArrayBuffer, nil)
//// Shaders ////
// Vertex shader source code
vertCode := `
attribute vec3 coordinates;
void main(void) {
gl_Position = vec4(coordinates, 1.0);
}`
// Create a vertex shader object
vertShader := gl.Call("createShader", glTypes.vertexShader)
// Attach vertex shader source code
gl.Call("shaderSource", vertShader, vertCode)
// Compile the vertex shader
gl.Call("compileShader", vertShader)
//fragment shader source code
fragCode := `
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}`
// Create fragment shader object
fragShader := gl.Call("createShader", glTypes.fragmentShader)
// Attach fragment shader source code
gl.Call("shaderSource", fragShader, fragCode)
// Compile the fragmentt shader
gl.Call("compileShader", fragShader)
// Create a shader program object to store
// the combined shader program
shaderProgram := gl.Call("createProgram")
// Attach a vertex shader
gl.Call("attachShader", shaderProgram, vertShader)
// Attach a fragment shader
gl.Call("attachShader", shaderProgram, fragShader)
// Link both the programs
gl.Call("linkProgram", shaderProgram)
// Use the combined shader program object
gl.Call("useProgram", shaderProgram)
//// Associating shaders to buffer objects ////
// Bind vertex buffer object
gl.Call("bindBuffer", glTypes.arrayBuffer, vertexBuffer)
// Bind index buffer object
gl.Call("bindBuffer", glTypes.elementArrayBuffer, indexBuffer)
// Get the attribute location
coord := gl.Call("getAttribLocation", shaderProgram, "coordinates")
// Point an attribute to the currently bound VBO
gl.Call("vertexAttribPointer", coord, 3, glTypes.float, false, 0, 0)
// Enable the attribute
gl.Call("enableVertexAttribArray", coord)
//// Drawing the triangle ////
// Clear the canvas
gl.Call("clearColor", 0.5, 0.5, 0.5, 0.9)
gl.Call("clear", glTypes.colorBufferBit)
// Enable the depth test
gl.Call("enable", glTypes.depthTest)
// Set the view port
gl.Call("viewport", 0, 0, width, height)
// Draw the triangle
gl.Call("drawElements", glTypes.triangles, len(indicesNative), glTypes.unsignedShort, 0)
}