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/* |
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This is free and unencumbered software released into the public domain. |
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Anyone is free to copy, modify, publish, use, compile, sell, or |
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distribute this software, either in source code form or as a compiled |
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binary, for any purpose, commercial or non-commercial, and by any |
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means. |
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In jurisdictions that recognize copyright laws, the author or authors |
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of this software dedicate any and all copyright interest in the |
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software to the public domain. We make this dedication for the benefit |
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of the public at large and to the detriment of our heirs and |
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successors. We intend this dedication to be an overt act of |
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relinquishment in perpetuity of all present and future rights to this |
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software under copyright law. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
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IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
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OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
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ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
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OTHER DEALINGS IN THE SOFTWARE. |
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For more information, please refer to <http://unlicense.org/> |
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*/ |
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#include <emscripten/emscripten.h> |
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#include <emscripten/html5.h> |
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#define GL_GLEXT_PROTOTYPES |
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#define EGL_EGLEXT_PROTOTYPES |
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#include <GL/gl.h> |
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#include <GLES2/gl2.h> |
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#include <math.h> |
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static const char* vertex_shader_text = |
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"precision lowp float;" |
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"uniform mat4 uMVP;" |
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"attribute vec4 aPos;" |
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"attribute vec3 aCol;" |
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"varying vec3 vCol;" |
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"void main()" |
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"{" |
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"vCol = aCol;" |
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"gl_Position = uMVP * aPos;" |
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"}"; |
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static const char* fragment_shader_text = |
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"precision lowp float;" |
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"varying vec3 vCol;" |
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"void main()" |
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"{" |
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"gl_FragColor = vec4(vCol, 1.0);" |
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"}"; |
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typedef struct Vertex { float x, y, r, g, b; } Vertex; |
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static GLuint program, vertex_buffer; |
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static GLint uMVP_location, aPos_location, aCol_location; |
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int WAFNDraw(double f, void*); |
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// This function is called at startup |
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int main(int argc, char *argv[]) |
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{ |
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emscripten_set_canvas_element_size("canvas", 640, 480); |
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EmscriptenWebGLContextAttributes attrs; |
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emscripten_webgl_init_context_attributes(&attrs); |
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attrs.alpha = 0; |
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auto glContext = emscripten_webgl_create_context("canvas", &attrs); |
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emscripten_webgl_make_context_current(glContext); |
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glViewport(0, 0, 640, 480); |
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); |
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glCompileShader(vertex_shader); |
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); |
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glCompileShader(fragment_shader); |
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program = glCreateProgram(); |
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glAttachShader(program, vertex_shader); |
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glAttachShader(program, fragment_shader); |
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glLinkProgram(program); |
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uMVP_location = glGetUniformLocation(program, "uMVP"); |
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aPos_location = glGetAttribLocation(program, "aPos"); |
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aCol_location = glGetAttribLocation(program, "aCol"); |
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glGenBuffers(1, &vertex_buffer); |
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
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glEnableVertexAttribArray(aPos_location); |
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glVertexAttribPointer(aPos_location, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); |
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glEnableVertexAttribArray(aCol_location); |
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glVertexAttribPointer(aCol_location, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 2)); |
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emscripten_request_animation_frame_loop(&WAFNDraw, 0); |
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return 0; |
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} |
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// This function is called by loader.js every frame |
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int WAFNDraw(double f, void*) |
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{ |
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f /= 1000.0; |
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glClear(GL_COLOR_BUFFER_BIT); |
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Vertex vertices[3] = |
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{ |
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{ -0.6f, -0.4f, 1.f, 0.f, 0.f }, |
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{ 0.6f, -0.4f, 0.f, 0.f, 1.f }, |
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{ 0.f, 0.6f, 1.f, 1.f, 1.f }, |
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}; |
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vertices[0].r = 0.5f + sinf(f * 3.14159f * 2.0f) * 0.5f; |
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vertices[1].b = 0.5f + cosf(f * 3.14159f * 2.0f) * 0.5f; |
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
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GLfloat mvp[4*4] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 }; |
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glUseProgram(program); |
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glUniformMatrix4fv(uMVP_location, 1, GL_FALSE, mvp); |
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glDrawArrays(GL_TRIANGLES, 0, 3); |
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return EM_TRUE; |
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} |
@juj
Good point, I agree. How about working together on a blogpost about
MINIMAL_RUNTIME
and related things? I think that could be very useful!@schellingb
I think that's reasonable. Emscripten support for SDL2 has already been upstreamed into the Emscripten backend there, and others do similar things. It really just depends on volunteers stepping up to do it for the rest.
edit: if you want a non-Emscripten upstreamed version, then there's no obvious way to do that: You need a way to integrate JS and wasm in a way that's convenient for those projects to use (like a C API such as
emscripten_*
, EM_ASM/EM_JS, etc.). Perhaps in time wasi and/or interface types will help here, but those are far off.I don't think that's accurate at all! First, again, some already do. Second, the documented path is to use the
emscripten_*
APIs, as SDL2 and those others do (or, you can also use EM_ASM/EM_JS).No, I think @juj is right: JS is 6K, wasm is 24K. You may be measuring it wrong if you see MBs there.