open Js_of_ocaml open Lwt.Infix module NVG = Graphv_webgl let _ = Logs.set_reporter (Human.Logs_browser.console_reporter ()); Logs.set_level (Some Debug); Logs.debug (fun m -> m "hello") (* This scales the canvas to match the DPI of the window, it prevents blurriness when rendering to the canvas *) let scale_canvas (canvas : Dom_html.canvasElement Js.t) = let dpr = Dom_html.window##.devicePixelRatio in let rect = canvas##getBoundingClientRect in let width = rect##.right -. rect##.left in let height = rect##.bottom -. rect##.top in canvas##.width := width *. dpr |> int_of_float; canvas##.height := height *. dpr |> int_of_float; let width = Printf.sprintf "%dpx" (int_of_float width) |> Js.string in let height = Printf.sprintf "%dpx" (int_of_float height) |> Js.string in canvas##.style##.width := width; canvas##.style##.height := height let _ = let canvas = Js.Unsafe.coerce (Dom_html.getElementById_exn "canvas") in scale_canvas canvas; let webgl_ctx = (* Graphv requires a stencil buffer to work properly *) let attrs = WebGL.defaultContextAttributes in attrs##.stencil := Js._true; match WebGL.getContextWithAttributes canvas attrs |> Js.Opt.to_option with | None -> print_endline "Sorry your browser does not support WebGL"; raise Exit | Some ctx -> ctx in let open NVG in let vg = create ~flags:CreateFlags.(antialias lor stencil_strokes) webgl_ctx in (* File in this case is actually the CSS font name *) Text.create vg ~name:"sans" ~file:"sans" |> ignore; webgl_ctx##clearColor 0.3 0.3 0.32 1.; (* let render ev = webgl_ctx##clear (webgl_ctx##._COLOR_BUFFER_BIT_ lor webgl_ctx##._DEPTH_BUFFER_BIT_ lor webgl_ctx##._STENCIL_BUFFER_BIT_); let device_ratio = Dom_html.window##.devicePixelRatio in begin_frame vg ~width:canvas##.width ~height:canvas##.height ~device_ratio; Transform.scale vg ~x:device_ratio ~y:device_ratio; ignore Human.Panel.Ui.(panel vg Gg.P2.o test ev); (* Path.begin_ vg ; Path.rect vg ~x:40. ~y:40. ~w:320. ~h:320. ; set_fill_color vg ~color:Color.(rgba ~r:154 ~g:203 ~b:255 ~a:200) ; fill vg ; Transform.translate vg ~x:200. ~y:200. ; Transform.rotate vg ~angle:(time *. 0.0005) ; Text.set_font_face vg ~name:"sans" ; Text.set_size vg ~size:48. ; Text.set_align vg ~align:Align.(center lor middle) ; set_fill_color vg ~color:Color.white ; Text.text vg ~x:0. ~y:0. "Hello World!" ; *) NVG.end_frame vg in Dom_html.window##requestAnimationFrame (Js.wrap_callback (fun _ -> render Human.Event.empty)) |> ignore;*) let open Js_of_ocaml_lwt.Lwt_js_events in async (fun () -> buffered_loop (make_event Dom_html.Event.keydown) Dom_html.document (fun ev _ -> webgl_ctx##clear (webgl_ctx##._COLOR_BUFFER_BIT_ lor webgl_ctx##._DEPTH_BUFFER_BIT_ lor webgl_ctx##._STENCIL_BUFFER_BIT_); let device_ratio = Dom_html.window##.devicePixelRatio in begin_frame vg ~width:canvas##.width ~height:canvas##.height ~device_ratio; Transform.scale vg ~x:device_ratio ~y:device_ratio; Human.Panel.Ui.( render_lwt vg Gg.P2.o (Human.Event_js.evt_of_jskey `Press ev)) >>= fun () -> NVG.end_frame vg; Lwt.return_unit)) (* Dom_html.document##.onkeydown := Dom.handler (fun (evt : Dom_html.keyboardEvent Js.t) -> render (Human.Event_js.evt_of_jskey `Press evt) ; Js._false ) *)