This commit is contained in:
sergio
2026-05-12 18:55:29 +00:00
parent 6596c81271
commit 52acaabcf4
23 changed files with 1774 additions and 0 deletions
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//! Renderer WebGL2 que compone geometría + física + paleta + shaders en pantalla.
//!
//! Es agnóstico del DOM: el caller monta el `<canvas>`, pasa eventos de mouse,
//! y llama `render(time_ms)` desde un `requestAnimationFrame`.
//!
//! ```ignore
//! let mut r = Renderer::new(&canvas)?;
//! r.resize(w, h);
//! // por cada mousemove:
//! r.set_mouse_px(dx, dy);
//! // por cada frame:
//! r.render(time_ms);
//! ```
//!
//! El layout sigue el patrón de `yahweh_launcher::launch_app(title, size, factory)`:
//! una sola línea para arrancar, escena auto-contenida. Cuando exista `yahweh-web`,
//! este renderer es el "factory" que recibirá.
use gioser_geom::ChacanaSpec;
use gioser_palette::{cosmos, Rgb};
use gioser_physics::SpringDamper2;
use gioser_shaders::{
chacana_quad, FS_CHACANA, FS_COSMOS, FULLSCREEN_QUAD, VS_CHACANA, VS_FULLSCREEN,
};
use glam::{Mat4, Vec3, Vec4};
use std::collections::HashMap;
use wasm_bindgen::{JsCast, JsValue};
use web_sys::{
HtmlCanvasElement, WebGl2RenderingContext as GL, WebGlProgram, WebGlShader,
WebGlUniformLocation, WebGlVertexArrayObject,
};
const RAD: f32 = core::f32::consts::PI / 180.0;
const MAX_TILT_DEG: f32 = 22.0;
/// Re-export para apps: identidad (id, color, label) de cada punta cardinal,
/// en el orden `[N, E, S, W]` de `ChacanaSpec::tips()`.
pub mod tips {
use gioser_palette::{elements, Rgb};
pub const ORDER: [(&str, Rgb, &str); 4] = [
("aire", elements::AIRE, "AIRE"), // N
("fuego", elements::FUEGO, "FUEGO"), // E
("tierra", elements::TIERRA, "TIERRA"), // S
("agua", elements::AGUA, "AGUA"), // W
];
}
pub struct Renderer {
gl: GL,
cosmos_prog: Program,
chacana_prog: Program,
cosmos_vao: WebGlVertexArrayObject,
chacana_vao: WebGlVertexArrayObject,
chacana_quad_count: i32,
chacana: ChacanaSpec,
tilt: SpringDamper2,
sun_pulse: f32,
last_time_ms: f64,
viewport: (u32, u32),
/// Mouse en clip-space, x ∈ [-aspect, aspect], y ∈ [-1, 1].
mouse: (f32, f32),
}
struct Program {
program: WebGlProgram,
uniforms: HashMap<&'static str, WebGlUniformLocation>,
}
impl Program {
fn new(gl: &GL, vs: &str, fs: &str, names: &[&'static str]) -> Result<Self, String> {
let vs = compile_shader(gl, GL::VERTEX_SHADER, vs)?;
let fs = compile_shader(gl, GL::FRAGMENT_SHADER, fs)?;
let program = gl.create_program().ok_or("create_program failed")?;
gl.attach_shader(&program, &vs);
gl.attach_shader(&program, &fs);
// Atributo `a_pos` siempre en location 0.
gl.bind_attrib_location(&program, 0, "a_pos");
gl.link_program(&program);
let linked = gl
.get_program_parameter(&program, GL::LINK_STATUS)
.as_bool()
.unwrap_or(false);
if !linked {
return Err(gl
.get_program_info_log(&program)
.unwrap_or_else(|| "link failed".into()));
}
let mut uniforms = HashMap::new();
for n in names {
if let Some(loc) = gl.get_uniform_location(&program, n) {
uniforms.insert(*n, loc);
}
}
Ok(Self { program, uniforms })
}
fn u(&self, name: &'static str) -> Option<&WebGlUniformLocation> {
self.uniforms.get(name)
}
}
fn compile_shader(gl: &GL, ty: u32, src: &str) -> Result<WebGlShader, String> {
let s = gl.create_shader(ty).ok_or("create_shader failed")?;
gl.shader_source(&s, src);
gl.compile_shader(&s);
let ok = gl
.get_shader_parameter(&s, GL::COMPILE_STATUS)
.as_bool()
.unwrap_or(false);
if !ok {
return Err(gl
.get_shader_info_log(&s)
.unwrap_or_else(|| "compile failed".into()));
}
Ok(s)
}
fn upload_quad(
gl: &GL,
verts: &[f32],
attr_loc: u32,
) -> Result<(WebGlVertexArrayObject, i32), String> {
let vao = gl
.create_vertex_array()
.ok_or("create_vertex_array failed")?;
gl.bind_vertex_array(Some(&vao));
let buf = gl.create_buffer().ok_or("create_buffer failed")?;
gl.bind_buffer(GL::ARRAY_BUFFER, Some(&buf));
// SAFETY: `Float32Array::view` apunta directamente a la memoria del WASM linear,
// que no podemos mover durante este scope (sin allocs intermedias).
unsafe {
let view = js_sys::Float32Array::view(verts);
gl.buffer_data_with_array_buffer_view(GL::ARRAY_BUFFER, &view, GL::STATIC_DRAW);
}
gl.vertex_attrib_pointer_with_i32(attr_loc, 2, GL::FLOAT, false, 0, 0);
gl.enable_vertex_attrib_array(attr_loc);
gl.bind_vertex_array(None);
Ok((vao, (verts.len() / 2) as i32))
}
impl Renderer {
pub fn new(canvas: &HtmlCanvasElement) -> Result<Self, JsValue> {
let gl = canvas
.get_context("webgl2")?
.ok_or_else(|| JsValue::from_str("WebGL2 no soportado"))?
.dyn_into::<GL>()?;
let chacana = ChacanaSpec::CLASSIC;
let cosmos_prog = Program::new(
&gl,
VS_FULLSCREEN,
FS_COSMOS,
&[
"u_resolution",
"u_time",
"u_parallax",
"u_void",
"u_nebula_a",
"u_nebula_b",
"u_stardust",
],
)
.map_err(JsValue::from)?;
let chacana_prog = Program::new(
&gl,
VS_CHACANA,
FS_CHACANA,
&[
"u_mvp",
"u_time",
"u_thickness",
"u_arm_extent",
"u_line_color",
"u_rim_color",
"u_sun_color",
"u_sun_pulse",
],
)
.map_err(JsValue::from)?;
let (cosmos_vao, _) = upload_quad(&gl, &FULLSCREEN_QUAD, 0).map_err(JsValue::from)?;
let chacana_quad_verts = chacana_quad(chacana.arm_extent);
let (chacana_vao, chacana_quad_count) =
upload_quad(&gl, &chacana_quad_verts, 0).map_err(JsValue::from)?;
let tilt = SpringDamper2::new(2.2, 0.72);
Ok(Self {
gl,
cosmos_prog,
chacana_prog,
cosmos_vao,
chacana_vao,
chacana_quad_count,
chacana,
tilt,
sun_pulse: 0.0,
last_time_ms: 0.0,
viewport: (canvas.width().max(1), canvas.height().max(1)),
mouse: (0.0, 0.0),
})
}
pub fn resize(&mut self, w: u32, h: u32) {
self.viewport = (w.max(1), h.max(1));
self.gl
.viewport(0, 0, self.viewport.0 as i32, self.viewport.1 as i32);
}
/// Recibe coords del mouse en pixeles, origen en el centro del canvas
/// (+x derecha, +y arriba). Setea el target de inclinación.
pub fn set_mouse_px(&mut self, x: f32, y: f32) {
let (w, h) = self.viewport;
if h == 0 {
return;
}
let aspect = w as f32 / h as f32;
let half_h = h as f32 * 0.5;
let mx = (x / half_h).clamp(-aspect, aspect);
let my = (y / half_h).clamp(-1.0, 1.0);
self.mouse = (mx, my);
let max_tilt = MAX_TILT_DEG * RAD;
// Pitch (rot X): mouse arriba → top inclina hacia el viewer (+rotX).
// Yaw (rot Y): mouse derecha → right inclina hacia el viewer (-rotY).
let target = [my * max_tilt, -mx * max_tilt / aspect];
self.tilt.set_target(target);
}
/// Posición proyectada (NDC `[-1, 1]²`) de cada tip cardinal en el orden N/E/S/W.
/// El caller la usa para anclar el DOM.
pub fn tips_ndc(&self) -> [(f32, f32); 4] {
let mvp = self.build_mvp();
let mut out = [(0.0_f32, 0.0_f32); 4];
for (i, t) in self.chacana.tips().iter().enumerate() {
let p = mvp * Vec4::new(t.0, t.1, 0.0, 1.0);
let w = if p.w == 0.0 { 1.0 } else { p.w };
out[i] = (p.x / w, p.y / w);
}
out
}
pub fn chacana(&self) -> &ChacanaSpec {
&self.chacana
}
fn build_mvp(&self) -> Mat4 {
let (w, h) = self.viewport;
let aspect = w as f32 / h as f32;
let proj = Mat4::perspective_rh(45.0_f32.to_radians(), aspect, 0.1, 20.0);
let view = Mat4::look_at_rh(Vec3::new(0.0, 0.0, 2.6), Vec3::ZERO, Vec3::Y);
let pitch = Mat4::from_rotation_x(self.tilt.position[0]);
let yaw = Mat4::from_rotation_y(self.tilt.position[1]);
let scale = Mat4::from_scale(Vec3::splat(0.92));
proj * view * yaw * pitch * scale
}
pub fn render(&mut self, time_ms: f64) {
let dt = if self.last_time_ms == 0.0 {
1.0 / 60.0
} else {
((time_ms - self.last_time_ms) as f32 / 1000.0).clamp(0.0, 1.0 / 15.0)
};
self.last_time_ms = time_ms;
// Subdividimos la física para mantener estabilidad con dt grandes.
let sub = 4;
let sub_dt = dt / sub as f32;
for _ in 0..sub {
self.tilt.step(sub_dt);
}
let t = time_ms as f32 * 0.001;
self.sun_pulse = 0.5 + 0.5 * (t * 1.4).sin();
let gl = &self.gl;
gl.viewport(0, 0, self.viewport.0 as i32, self.viewport.1 as i32);
gl.disable(GL::DEPTH_TEST);
gl.enable(GL::BLEND);
gl.blend_func(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA);
gl.clear_color(0.02, 0.015, 0.04, 1.0);
gl.clear(GL::COLOR_BUFFER_BIT);
// ---- Cosmos ----
gl.use_program(Some(&self.cosmos_prog.program));
if let Some(u) = self.cosmos_prog.u("u_resolution") {
gl.uniform2f(Some(u), self.viewport.0 as f32, self.viewport.1 as f32);
}
if let Some(u) = self.cosmos_prog.u("u_time") {
gl.uniform1f(Some(u), t);
}
if let Some(u) = self.cosmos_prog.u("u_parallax") {
gl.uniform2f(Some(u), self.mouse.0, self.mouse.1);
}
upload_rgb(gl, self.cosmos_prog.u("u_void"), cosmos::VOID);
upload_rgb(gl, self.cosmos_prog.u("u_nebula_a"), cosmos::NEBULA_A);
upload_rgb(gl, self.cosmos_prog.u("u_nebula_b"), cosmos::NEBULA_B);
upload_rgb(gl, self.cosmos_prog.u("u_stardust"), cosmos::STARDUST);
gl.bind_vertex_array(Some(&self.cosmos_vao));
gl.draw_arrays(GL::TRIANGLES, 0, 6);
// ---- Chacana (blend aditivo para que el glow sume luz) ----
gl.blend_func(GL::SRC_ALPHA, GL::ONE);
gl.use_program(Some(&self.chacana_prog.program));
let mvp = self.build_mvp();
if let Some(u) = self.chacana_prog.u("u_mvp") {
gl.uniform_matrix4fv_with_f32_array(Some(u), false, &mvp.to_cols_array());
}
if let Some(u) = self.chacana_prog.u("u_time") {
gl.uniform1f(Some(u), t);
}
if let Some(u) = self.chacana_prog.u("u_thickness") {
gl.uniform1f(Some(u), self.chacana.thickness);
}
if let Some(u) = self.chacana_prog.u("u_arm_extent") {
gl.uniform1f(Some(u), self.chacana.arm_extent);
}
upload_rgb(gl, self.chacana_prog.u("u_line_color"), cosmos::CHACANA_LINE);
upload_rgb(gl, self.chacana_prog.u("u_rim_color"), cosmos::CHACANA_RIM);
upload_rgb(gl, self.chacana_prog.u("u_sun_color"), cosmos::SUN_CORE);
if let Some(u) = self.chacana_prog.u("u_sun_pulse") {
gl.uniform1f(Some(u), self.sun_pulse);
}
gl.bind_vertex_array(Some(&self.chacana_vao));
gl.draw_arrays(GL::TRIANGLES, 0, self.chacana_quad_count);
gl.bind_vertex_array(None);
}
}
fn upload_rgb(gl: &GL, loc: Option<&WebGlUniformLocation>, c: Rgb) {
if let Some(u) = loc {
gl.uniform3f(Some(u), c.0, c.1, c.2);
}
}