004 Web Assembly康威游戏之优化 
                                                    
                        
                    
                    
  
                    
                    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
本作品采用《CC 协议》,转载必须注明作者和本文链接
 
           
             
           
           关于 LearnKu
                关于 LearnKu
               
                     
                     
                     粤公网安备 44030502004330号
 粤公网安备 44030502004330号