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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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} |
Just a little thought because I've been also thinking a lot about an "emscripten free" mode for my cross-platform headers:
Such a "freestanding mode" can be useful for integration with other languages. For instance, Zig has the ability to directly include C headers, and directly compile C code though the same Zig compiler (also to WASM), and it also has the entire build system integrated right into the compiler, no cmake or similar.
In such an environment, mixing C and Zig feels completely natural, but this convenience falls apart when an external build tool must be integrated.
This sort of problem isn't limited to the emscripten SDK, it's more like a general cross-platform problem. For instance macOS/iOS APIs are mostly Objective-C, which creates a similar set of problems like the Web-API and Javascript interop, or on Android where C <=> Java interop is needed (and TBH, emscripten provides the most convenient solution of those, EM_JS() is simply brilliant). But there are valid scenarios where not depending on the emscripten SDK makes a lot of sense.
The one small critique I have with the current emscripten SDK is that it is such a "hodge podge" of tooling technologies. There's python, node.js, Java and native tools. Thankfully that's all hidden under "emcc", but I wonder how much overhead is required to keep it all running. It "feels" a bit brittle :)