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Single file OpenGL 3.3 / WebGL (using Emscripten) example with texture (SDL2 / SDL_Image 2)
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// | |
// Compile for emscripten using | |
// emcc -Iinclude SingleFileOpenGLTex.cpp \ | |
-O2 -std=c++14 -s TOTAL_MEMORY=33554432 -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS='["png"]' --preload-file examples/data -s USE_SDL=2 -o html/SingleFileOpenGLTex.html | |
// where the following images must be located in a subfolder | |
// - examples/data/test.png | |
// - examples/data/cartman.png | |
// - examples/data/cube-negx.png | |
// - examples/data/cube-negz.png | |
// | |
// Tested against emscripten/1.37.14 | |
#include "SDL.h" | |
#include <SDL_image.h> | |
#ifdef EMSCRIPTEN | |
# include <GLES2/gl2.h> | |
# include "emscripten.h" | |
#else | |
// OSX only - change on other platforms | |
# include <OpenGL/gl3.h> | |
#endif | |
#include <iostream> | |
#include <fstream> | |
#include <vector> | |
static bool quitting = false; | |
static SDL_Window *window = NULL; | |
static SDL_GLContext gl_context; | |
GLuint vertexBuffer, vertexArrayObject, shaderProgram; | |
GLint positionAttribute, uvAttribute; | |
int textures[4]; | |
int invert_image(int width, int height, void *image_pixels) { | |
auto temp_row = std::unique_ptr<char>(new char[width]); | |
if (temp_row.get() == nullptr) { | |
SDL_SetError("Not enough memory for image inversion"); | |
return -1; | |
} | |
//if height is odd, don't need to swap middle row | |
int height_div_2 = height / 2; | |
for (int index = 0; index < height_div_2; index++) { | |
//uses string.h | |
memcpy((Uint8 *)temp_row.get(), | |
(Uint8 *)(image_pixels)+ | |
width * index, | |
width); | |
memcpy( | |
(Uint8 *)(image_pixels)+ | |
width * index, | |
(Uint8 *)(image_pixels)+ | |
width * (height - index - 1), | |
width); | |
memcpy( | |
(Uint8 *)(image_pixels)+ | |
width * (height - index - 1), | |
temp_row.get(), | |
width); | |
} | |
return 0; | |
} | |
int LoadGLTextures( const char* filename) | |
{ | |
/* Status indicator */ | |
int Status = false; | |
unsigned int texture; | |
/* Create storage space for the texture */ | |
SDL_Surface *TextureImage[1]; | |
std::ifstream input( filename, std::ios::binary ); | |
// copies all data into buffer | |
std::vector<char> buffer(( | |
std::istreambuf_iterator<char>(input)), | |
(std::istreambuf_iterator<char>())); | |
std::cout << filename <<" size "<< buffer.size()<<std::endl; | |
/* Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit */ | |
if ( ( TextureImage[0] = IMG_Load( filename ) ) ) | |
{ | |
/* Set the status to true */ | |
Status = true; | |
/* Create The Texture */ | |
glGenTextures( 1, &texture ); | |
/* Typical Texture Generation Using Data From The Bitmap */ | |
glBindTexture( GL_TEXTURE_2D, texture ); | |
std::cout << "Loaded "<<TextureImage[0]->w<<" "<<TextureImage[0]->h<<std::endl; | |
// Enforce RGB/RGBA | |
int format; | |
SDL_Surface* formattedSurf; | |
if (TextureImage[0]->format->BytesPerPixel==3) { | |
formattedSurf = SDL_ConvertSurfaceFormat(TextureImage[0], | |
SDL_PIXELFORMAT_RGB24, | |
0); | |
format = GL_RGB; | |
} else { | |
formattedSurf = SDL_ConvertSurfaceFormat(TextureImage[0], | |
SDL_PIXELFORMAT_RGBA32, | |
0); | |
format = GL_RGBA; | |
} | |
invert_image(formattedSurf->w*formattedSurf->format->BytesPerPixel, formattedSurf->h, (char *) formattedSurf->pixels); | |
/* Generate The Texture */ | |
glTexImage2D( GL_TEXTURE_2D, 0, format, formattedSurf->w, | |
formattedSurf->h, 0, format, | |
GL_UNSIGNED_BYTE, formattedSurf->pixels ); | |
/* Linear Filtering */ | |
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); | |
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); | |
SDL_FreeSurface(formattedSurf); | |
SDL_FreeSurface( TextureImage[0] ); | |
} else { | |
std::cout << "Cannot load "<<filename <<std::endl; | |
} | |
return texture; | |
} | |
void loadBufferData(){ | |
// vertex position, uv | |
float vertexData[24] = { | |
-0.5, -0.5, 0.0, 1.0 , 0.0, 0.0, | |
-0.5, 0.5, 0.0, 1.0 , 0.0, 1.0, | |
0.5, 0.5, 0.0, 1.0 , 1.0, 1.0, | |
0.5, -0.5, 0.0, 1.0 , 1.0, 0.0, | |
}; | |
#ifndef EMSCRIPTEN | |
glGenVertexArrays(1, &vertexArrayObject); | |
glBindVertexArray(vertexArrayObject); | |
#endif | |
glGenBuffers(1, &vertexBuffer); | |
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); | |
glBufferData(GL_ARRAY_BUFFER, 32 * sizeof(float), vertexData, GL_STATIC_DRAW); | |
glEnableVertexAttribArray(positionAttribute); | |
glEnableVertexAttribArray(uvAttribute); | |
int vertexSize =sizeof(float)*6; | |
glVertexAttribPointer(positionAttribute, 4, GL_FLOAT, GL_FALSE,vertexSize , (const GLvoid *)0); | |
glVertexAttribPointer(uvAttribute , 2, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid *)(sizeof(float)*4)); | |
} | |
GLuint initShader(const char* vShader, const char* fShader, const char* outputAttributeName) { | |
struct Shader { | |
GLenum type; | |
const char* source; | |
} shaders[2] = { | |
{ GL_VERTEX_SHADER, vShader }, | |
{ GL_FRAGMENT_SHADER, fShader } | |
}; | |
GLuint program = glCreateProgram(); | |
for ( int i = 0; i < 2; ++i ) { | |
Shader& s = shaders[i]; | |
GLuint shader = glCreateShader( s.type ); | |
glShaderSource( shader, 1, (const GLchar**) &s.source, NULL ); | |
glCompileShader( shader ); | |
GLint compiled; | |
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled ); | |
if ( !compiled ) { | |
std::cerr << " failed to compile:" << std::endl; | |
GLint logSize; | |
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize ); | |
char* logMsg = new char[logSize]; | |
glGetShaderInfoLog( shader, logSize, NULL, logMsg ); | |
std::cerr << logMsg << std::endl; | |
delete [] logMsg; | |
exit( EXIT_FAILURE ); | |
} | |
glAttachShader( program, shader ); | |
} | |
/* Link output */ | |
#ifndef EMSCRIPTEN | |
glBindFragDataLocation(program, 0, outputAttributeName); | |
#endif | |
/* link and error check */ | |
glLinkProgram(program); | |
GLint linked; | |
glGetProgramiv( program, GL_LINK_STATUS, &linked ); | |
if ( !linked ) { | |
std::cerr << "Shader program failed to link" << std::endl; | |
GLint logSize; | |
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize); | |
char* logMsg = new char[logSize]; | |
glGetProgramInfoLog( program, logSize, NULL, logMsg ); | |
std::cerr << logMsg << std::endl; | |
delete [] logMsg; | |
exit( EXIT_FAILURE ); | |
} | |
/* use program object */ | |
glUseProgram(program); | |
return program; | |
} | |
void loadShader(){ | |
#ifdef EMSCRIPTEN | |
const char * vert = R"(#version 100 | |
uniform vec2 offset; | |
attribute vec4 position; | |
attribute vec2 uv; | |
varying vec2 vUV; | |
void main (void) | |
{ | |
vUV = uv; | |
gl_Position = position + vec4(offset,0.0,0.0); | |
})"; | |
#else | |
const char * vert = R"(#version 150 | |
uniform vec2 offset; | |
in vec4 position; | |
in vec2 uv; | |
out vec2 vUV; | |
void main (void) | |
{ | |
vUV = uv; | |
gl_Position = position + vec4(offset,0.0,0.0); | |
})"; | |
#endif | |
#ifdef EMSCRIPTEN | |
const char * frag = R"(#version 100 | |
precision mediump float; | |
varying vec2 vUV; | |
uniform sampler2D tex; | |
void main(void) | |
{ | |
gl_FragColor = texture2D(tex,vUV); | |
})"; | |
#else | |
const char * frag = R"(#version 150 | |
in vec2 vUV; | |
out vec4 fragColor; | |
uniform sampler2D tex; | |
void main(void) | |
{ | |
fragColor = texture(tex,vUV); | |
})"; | |
#endif | |
shaderProgram = initShader(vert, frag, "fragColor"); | |
uvAttribute = glGetAttribLocation(shaderProgram, "uv"); | |
if (uvAttribute < 0) { | |
std::cerr << "Shader did not contain the 'color' attribute." << std::endl; | |
} | |
positionAttribute = glGetAttribLocation(shaderProgram, "position"); | |
if (positionAttribute < 0) { | |
std::cerr << "Shader did not contain the 'position' attribute." << std::endl; | |
} | |
} | |
void setup() { | |
std::cout << "OpenGL version "<<glGetString(GL_VERSION)<<std::endl; | |
loadShader(); | |
loadBufferData(); | |
textures[0] = LoadGLTextures( "examples/data/test.png"); | |
textures[1] = LoadGLTextures( "examples/data/cartman.png"); | |
textures[2] = LoadGLTextures( "examples/data/cube-negx.png"); | |
textures[3] = LoadGLTextures( "examples/data/cube-negz.png"); | |
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, textures[0]); | |
glEnable(GL_DEPTH_TEST); | |
} | |
void render() { | |
SDL_GL_MakeCurrent(window, gl_context); | |
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); | |
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); | |
glUseProgram(shaderProgram); | |
glUniform1i(glGetUniformLocation(shaderProgram, "tex"), 0); | |
int textureId = 0; | |
for (int x = 0;x<2;x++){ | |
for (int y = 0;y<2;y++){ | |
glBindTexture(GL_TEXTURE_2D, textures[textureId]); | |
glUniform2f(glGetUniformLocation(shaderProgram, "offset"), -0.5+x, -0.5+y); | |
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | |
textureId++; | |
} | |
} | |
SDL_GL_SwapWindow(window); | |
} | |
void update(){ | |
SDL_Event event; | |
while( SDL_PollEvent(&event) ) { | |
if(event.type == SDL_QUIT) { | |
quitting = true; | |
} | |
} | |
render(); | |
}; | |
int main(int argc, char *argv[]) { | |
#ifdef EMSCRIPTEN | |
SDL_Renderer *renderer = NULL; | |
SDL_CreateWindowAndRenderer(512, 512, SDL_WINDOW_OPENGL, &window, &renderer); | |
#else | |
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_EVENTS) != 0) { | |
SDL_Log("Failed to initialize SDL: %s", SDL_GetError()); | |
return 1; | |
} | |
// Use a core profile setup. | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | |
window = SDL_CreateWindow("title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 512, 512, SDL_WINDOW_OPENGL); | |
gl_context = SDL_GL_CreateContext(window); | |
#endif | |
setup(); | |
#ifdef EMSCRIPTEN | |
// register update as callback | |
emscripten_set_main_loop(update, 0, 1); | |
#else | |
while(!quitting) { | |
update(); | |
SDL_Delay(2); | |
} | |
SDL_GL_DeleteContext(gl_context); | |
SDL_DestroyWindow(window); | |
SDL_Quit(); | |
exit(0); | |
#endif | |
} //main |
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I was also wondering... Wishing the SDL / EMCC documents were better done.