視訊地址:www.bilibili.com/video/BV1eg411g7c...
相關原始碼:github.com/anonymousGiga/Rust-and-...
在上一節的實現中,我們是在Rust中實現了填充的內容,然後讓wasm bindgen轉換為一個有效的js字串,這樣就產生了不必要的副本。因為js程式碼已經知道宇宙的寬度和高度,因此可以直接讀取構成cell的web assembly記憶體。另外我們將切換到Canvas API,而不是直接使用unicode文字。
本節直接上一節的內容之上進行修改。
在wasm-game-of-life/www/index.html中的body標籤內容修改為如下:
<body>
<!--canvas標籤是表示影像或圖表-->
<canvas id="game-of-life-canvas"></canvas>
<script src='./bootstrap.js'></script>
</body>
接下來,我們在wasm-game-of-life/src/lib.rs中新增如下程式碼:
#![allow(unused_variables)]
fn main() {
/// Public methods, exported to JavaScript.
#[wasm_bindgen]
impl Universe {
// ...
pub fn width(&self) -> u32 {
self.width
}
pub fn height(&self) -> u32 {
self.height
}
pub fn cells(&self) -> *const Cell {
self.cells.as_ptr()
}
}
}
修改wasm-game-of-life/www/index.js中的程式碼如下:
//import { Universe } from "wasm-game-of-life";
import { Universe, Cell } from "wasm-game-of-life";
import { memory } from "wasm-game-of-life/wasm_game_of_life_bg";
const CELL_SIZE = 5; // px
const GRID_COLOR = "#CCCCCC";
const DEAD_COLOR = "#FFFFFF";
const ALIVE_COLOR = "#000000";
const universe = Universe.new();
const width = universe.width();
const height = universe.height();
const canvas = document.getElementById("game-of-life-canvas");
canvas.height = (CELL_SIZE + 1) * height + 1;
canvas.width = (CELL_SIZE + 1) * width + 1;
const ctx = canvas.getContext('2d');
function renderLoop() {
universe.tick();
drawGrid();
drawCells();
window.requestAnimationFrame(renderLoop);
}
function drawGrid() {
ctx.beginPath();
ctx.strokeStyle = GRID_COLOR;
// Vertical lines.
for (let i = 0; i <= width; i++) {
ctx.moveTo(i * (CELL_SIZE + 1) + 1, 0);
ctx.lineTo(i * (CELL_SIZE + 1) + 1, (CELL_SIZE + 1) * height + 1);
}
// Horizontal lines.
for (let j = 0; j <= height; j++) {
ctx.moveTo(0, j * (CELL_SIZE + 1) + 1);
ctx.lineTo((CELL_SIZE + 1) * width + 1, j * (CELL_SIZE + 1) + 1);
}
ctx.stroke();
}
function getIndex(row, column) {
return row * width + column;
}
function drawCells() {
const cellsPtr = universe.cells();
const cells = new Uint8Array(memory.buffer, cellsPtr, width * height);
ctx.beginPath();
for (let row = 0; row < height; row++) {
for (let col = 0; col < width; col++) {
const idx = getIndex(row, col);
ctx.fillStyle = cells[idx] === Cell.Dead
? DEAD_COLOR
: ALIVE_COLOR;
ctx.fillRect(
col * (CELL_SIZE + 1) + 1,
row * (CELL_SIZE + 1) + 1,
CELL_SIZE,
CELL_SIZE
);
}
}
ctx.stroke();
}
window.requestAnimationFrame(renderLoop);
在wasm-game-of-life目錄下執行:
wasm-pack build
編譯rust程式碼。
在wasm-game-of-life/www目錄下執行:
npm run start
在瀏覽器中輸入:
127.0.0.1:8080
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