|
/* |
|
This is free and unencumbered software released into the public domain. |
|
|
|
Anyone is free to copy, modify, publish, use, compile, sell, or |
|
distribute this software, either in source code form or as a compiled |
|
binary, for any purpose, commercial or non-commercial, and by any |
|
means. |
|
|
|
In jurisdictions that recognize copyright laws, the author or authors |
|
of this software dedicate any and all copyright interest in the |
|
software to the public domain. We make this dedication for the benefit |
|
of the public at large and to the detriment of our heirs and |
|
successors. We intend this dedication to be an overt act of |
|
relinquishment in perpetuity of all present and future rights to this |
|
software under copyright law. |
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
|
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
|
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
|
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
|
OTHER DEALINGS IN THE SOFTWARE. |
|
|
|
For more information, please refer to <http://unlicense.org/> |
|
*/ |
|
|
|
#include <emscripten/emscripten.h> |
|
#include <emscripten/html5.h> |
|
|
|
#define GL_GLEXT_PROTOTYPES |
|
#define EGL_EGLEXT_PROTOTYPES |
|
#include <GL/gl.h> |
|
#include <GLES2/gl2.h> |
|
#include <math.h> |
|
|
|
static const char* vertex_shader_text = |
|
"precision lowp float;" |
|
"uniform mat4 uMVP;" |
|
"attribute vec4 aPos;" |
|
"attribute vec3 aCol;" |
|
"varying vec3 vCol;" |
|
"void main()" |
|
"{" |
|
"vCol = aCol;" |
|
"gl_Position = uMVP * aPos;" |
|
"}"; |
|
|
|
static const char* fragment_shader_text = |
|
"precision lowp float;" |
|
"varying vec3 vCol;" |
|
"void main()" |
|
"{" |
|
"gl_FragColor = vec4(vCol, 1.0);" |
|
"}"; |
|
|
|
typedef struct Vertex { float x, y, r, g, b; } Vertex; |
|
static GLuint program, vertex_buffer; |
|
static GLint uMVP_location, aPos_location, aCol_location; |
|
|
|
int WAFNDraw(double f, void*); |
|
|
|
// This function is called at startup |
|
int main(int argc, char *argv[]) |
|
{ |
|
emscripten_set_canvas_element_size("canvas", 640, 480); |
|
|
|
EmscriptenWebGLContextAttributes attrs; |
|
emscripten_webgl_init_context_attributes(&attrs); |
|
attrs.alpha = 0; |
|
auto glContext = emscripten_webgl_create_context("canvas", &attrs); |
|
emscripten_webgl_make_context_current(glContext); |
|
|
|
glViewport(0, 0, 640, 480); |
|
|
|
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
|
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); |
|
glCompileShader(vertex_shader); |
|
|
|
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
|
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); |
|
glCompileShader(fragment_shader); |
|
|
|
program = glCreateProgram(); |
|
glAttachShader(program, vertex_shader); |
|
glAttachShader(program, fragment_shader); |
|
glLinkProgram(program); |
|
|
|
uMVP_location = glGetUniformLocation(program, "uMVP"); |
|
aPos_location = glGetAttribLocation(program, "aPos"); |
|
aCol_location = glGetAttribLocation(program, "aCol"); |
|
|
|
glGenBuffers(1, &vertex_buffer); |
|
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
|
|
|
glEnableVertexAttribArray(aPos_location); |
|
glVertexAttribPointer(aPos_location, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); |
|
glEnableVertexAttribArray(aCol_location); |
|
glVertexAttribPointer(aCol_location, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 2)); |
|
|
|
emscripten_request_animation_frame_loop(&WAFNDraw, 0); |
|
|
|
return 0; |
|
} |
|
|
|
// This function is called by loader.js every frame |
|
int WAFNDraw(double f, void*) |
|
{ |
|
f /= 1000.0; |
|
|
|
glClear(GL_COLOR_BUFFER_BIT); |
|
|
|
Vertex vertices[3] = |
|
{ |
|
{ -0.6f, -0.4f, 1.f, 0.f, 0.f }, |
|
{ 0.6f, -0.4f, 0.f, 0.f, 1.f }, |
|
{ 0.f, 0.6f, 1.f, 1.f, 1.f }, |
|
}; |
|
vertices[0].r = 0.5f + sinf(f * 3.14159f * 2.0f) * 0.5f; |
|
vertices[1].b = 0.5f + cosf(f * 3.14159f * 2.0f) * 0.5f; |
|
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
|
|
|
GLfloat mvp[4*4] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 }; |
|
glUseProgram(program); |
|
glUniformMatrix4fv(uMVP_location, 1, GL_FALSE, mvp); |
|
glDrawArrays(GL_TRIANGLES, 0, 3); |
|
|
|
return EM_TRUE; |
|
} |
I definitely agree!
Specifically, if you need little Web API integration, then emscripten is probably not necessary - but may still be useful as it gives good default optimizations, otherwise you need to integrate with lld and binaryen manually, and it's easy to miss important optimizations (like
--low-memory-unused
). But if you do need significant JS or Web API stuff, or you need stuff like files, pthreads, exceptions, asyncify, etc. etc., then that's what emscripten is for.I would prefer to have fewer as well. However, it doesn't take much overhead, and isn't brittle (at least I see no signs of that? the one annoyance I can think of is python issues with certificates, but not sure another language would avoid those...). The one thing we could in theory remove is the python code, and rewrite that for node or for native code. But I'm not sure that would be worth it as the benefit would mainly be just that things feel simpler. If someone is interested though, it's worth talking about.
Java, btw, is no longer necessary. The one thing we used Java for was the closure compiler. As we use that from node now, Java isn't normally needed (on most platforms the closure package will install a native executable, which I believe is AOT compiled Java).
Otherwise, we need those things: