View full source code or view the compiled example online. The Cargo. This source file handles all of the necessary logic to obtain a rendering context, compile shaders, fill a buffer with vertex coordinates, and draw a triangle to the screen.
Introduction 1. Examples 1. Hello, World! Using console. Small wasm files 1. Without a Bundler 1. Converting WebAssembly to JS 1. Importing functions from JS 1. Working with char 1. Parallel Raytracing 1. Reference 2. Deployment 2. JS snippets 2. Passing Rust Closures to JS 2. Receiving JS Closures in Rust 2.
Promises and Futures 2. Iterating over JS Values 2. Arbitrary Data with Serde 2. Working with Duck-Typed Interfaces 2. Command Line Interface 2. Optimizing for Size 2. Supported Rust Targets 2. Supported Browsers 2.
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WebGL + Rust: Basic Water Tutorial
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We use analytics cookies to understand how you use our websites so we can make them better, e. Skip to content. MIT License. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Git stats 32 commits. Failed to load latest commit information. View code.No unpredictable garbage collection pauses. No JIT compiler performance cliffs. Just low-level control coupled with high-level ergonomics. Small code size means faster page loads. Advanced optimizations and tree shaking remove dead code.
A lively ecosystem of libraries to help you hit the ground running. Expressive, zero-cost abstractions. And a welcoming community to help you learn. Learn more about the fast, safe, and open virtual machine called WebAssembly, and read its standard.
Learn how to build, debug, profile, and deploy WebAssembly applications using Rust! Publish Rust WebAssembly packages to package registries like npm. Bundle and ship them with webpack, Parcel, and others. Maintain them with tools like npm audit and Greenkeeper. Take advantage of libraries like web-sys that provide pre-packaged bindings for the entire web platform.
Predictable performance No unpredictable garbage collection pauses. Small code size Small code size means faster page loads. Modern amenities A lively ecosystem of libraries to help you hit the ground running.
Learn More. Read The Book. Check it out. Works with familiar toolchains Publish Rust WebAssembly packages to package registries like npm.
The full source code for the demo can be found on GitHub. Which language would you prefer that I use? Our basic water renderer boils down to combining a few textures and tweaking numbers until we like what we see. Click or touch and drag to move the camera. Use your mouse wheel to zoom in and out of the scene.
We first render the scene without the water and store this in a framebuffer that we call our refraction framebuffer. A framebuffer is a buffer that contains all of the data that we need to render a frame.
In the real world, light from under the water is refracted, or deflected as it passes from the water into the air and to your eye. Hence the name refraction buffer. At the top left of the interactive scene above you should see a rendering of the color texture that is attached to our refraction framebuffer. You can see an illustration of this at the top right of the demo above. This is our reflection framebuffer. When rendering the water we blend the refraction and reflection textures onto the water quads surface.
The way that the water appear to move comes from slightly altering the point on the refraction and reflection textures that we sample from every frame. We use a corresponding normal map to make the water appear to not be flat and for our specular highlights. Our normal map gives our water quad more varried surface normals, allowing for better specular light simulation. There are more advanced techniques that aid in simulating water with height and normals and waves such as distorting the actual quad to simulate waves with real heights.
A good way to learn is to first follow along as we talk through the major pieces of the code, then clone the source code, run it locally and play around with the code and see your changes in the browser. Our build. We first use cargo to build our app for the wasm32 32 bit WebAssembly target. The wasm-bindgen library annotated this. A major component of of rendering water is rendering the reflections of the scenery around the water.
We use Blender to create some scenery, and then a build. This means that you can make changes to the. We create an empty div with id webgl-water-tutorial that our application will later embed itself into. Then we download and initialize our WebAssembly module using the window. Our application is a single Rust crate with all of the code in the src folder. Towards the bottom we expose a render function that gets called every requestAnimationFrame from index.
Maybe next time. This technique is known as projective texture mapping. This means that our bottom left corner of our water is 0, 0 and our top right corner is 1, 1. Instead of deriving the values you could just as easily have just passed them in as an attribute.
This will be used for our lighting calculations as well as our Fresnel effect simulation. This is known as projective texture mapping. Here we find the point on our refraction and reflection coordinates that corresponds to this water fragment. Note that we negate the y coordinate of the reflection texture coordinate.If you have some Rust code, you can compile it into WebAssembly wasm.
This tutorial takes you through all you need to know to compile a Rust project to wasm and use it in an existing web app. For now, the Rust team is focusing on the latter case, and so that's what we cover here. For the former case, check out projects like yew. In this tutorial, we build an npm package using wasm-packa tool for building npm packages in Rust.
By default, it installs the latest stable Rust release, which you can use for general Rust development. Rustup installs rustcthe Rust compiler, as well as cargoRust's package manager, rust-stdRust's standard libraries, and some helpful docs — rust-docs. Note : Pay attention to the post-install note about needing cargo's bin directory in your system PATH.
This is added automatically, but you must restart your terminal for it to take effect. To build the package, we need an additional tool, wasm-pack. This helps compile the code to WebAssembly, as well as produce the right packaging for npm. To download and install it, enter the following command into your terminal:.
Compiling from Rust to WebAssembly
We are building an npm package in this tutorial, and so you need to have Node. To get Node. When it comes to picking a version, choose any one you'd like; this tutorial isn't version-specific. Enough setup; let's create a new package in Rust. Navigate to wherever you keep your personal projects, and type this:. This creates a new library in a subdirectory named hello-wasm with everything you need to get going:. First, we have Cargo.
If you've used Gemfile from Bundler or package. This is the contents of our Rust project. It has three main parts; let's talk about them in turn. We give a high-level explanation here, and gloss over some details; to learn more about Rust, please check the free online book The Rust Programming Language.
The first line contains a use command, which imports code from a library into your code. We use these features in the next section. Before we move on to the next section, we should talk a bit more about wasm-bindgen. We use wasm-bindgen 's functionality in our package.After seeing the examples on hellorust. The project was a great way to figure out how far you can go when porting a project that is a bit more complex than a hello world.
I was pleasantly surprised by the fact that most of the code could be reused. Particularly, the game logic code was barely touched at all. Here is the source code. Also, you can play the game in the canvas below or on a dedicated tab. Using Emscripten seems to be a way around this problem, but I guess you still need to adapt your programs to some extent… I have never used it, though, so take my words with a grain of salt. After cloning the Rocket repository I started removing stuff.
Therefore we need a set of basic functions that are enough to drive the execution of the game, draw something to the screen and process user input.
Since rendering and processing player input are more involved than just updating the game state, I chose the latter as a first function to implement. I was able to reuse the code for the game logic without any change, so the function ended up looking as follows:.
First steps with WebAssembly in Rust
The definition is quite simple:. Still, the type system knows nothing about that… Hence the mutex. With Piston out of the way, I set out to get the rest of the code to compile and to run it in the browser as a simulation without any visual output. This is the moment where difficulties started to pop out. The first problem I encountered was caused by the dependency on rand. For this reason, rand relies on an OsRng struct that is platform-dependent.
However, I decided to use a constant seed, which is clearly not optimal, but is good enough for a playable demo. Concretely, after following the instructions on hellorust.