004 Web Assembly康威游戏之优化

JavaScript/前端
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2022-06-12
标签   WebAssembly

0 介绍

视频地址:www.bilibili.com/video/BV1eg411g7c...

相关源码:github.com/anonymousGiga/Rust-and-...

1 说明

在上一节的实现中,我们是在Rust中实现了填充的内容,然后让wasm bindgen转换为一个有效的js字符串,这样就产生了不必要的副本。因为js代码已经知道宇宙的宽度和高度,因此可以直接读取构成cell的web assembly内存。另外我们将切换到Canvas API,而不是直接使用unicode文本。

本节直接上一节的内容之上进行修改。

2 实现

在wasm-game-of-life/www/index.html中的body标签内容修改为如下:

<body> 
  <!--canvas标签是表示图像或图表--> 
  <canvas id="game-of-life-canvas"></canvas> 
  <script src='./bootstrap.js'></script>
</body>

接下来,我们在wasm-game-of-life/src/lib.rs中添加如下代码:

#![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中的代码如下:

//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);

3 编译运行

在wasm-game-of-life目录下执行:

wasm-pack build

编译rust代码。

在wasm-game-of-life/www目录下执行:

npm run start

在浏览器中输入:

127.0.0.1:8080