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CMAKE_MINIMUM_REQUIRED(VERSION 3.0.0) | |
PROJECT(em_gl VERSION 0.1.0) | |
LINK_DIRECTORIES( | |
$ENV{VCPKG_ROOT}/installed/x64-windows/lib | |
) | |
FILE(GLOB SRC | |
*.cpp | |
*.h | |
) | |
ADD_EXECUTABLE(${PROJECT_NAME} ${SRC}) | |
TARGET_INCLUDE_DIRECTORIES(${PROJECT_NAME} PUBLIC | |
$ENV{VCPKG_ROOT}/installed/x64-windows/include | |
${CMAKE_CURRENT_LIST_DIR}/../emsdk/fastcomp/emscripten/system/include | |
) | |
TARGET_LINK_LIBRARIES(${PROJECT_NAME} | |
glad | |
glfw3dll | |
) |
// emcc main.cpp -o index.html -s USE_WEBGL2=1 -s USE_GLFW=3 -s WASM=1 -std=c++1z | |
// base: https://www.glfw.org/docs/latest/quick.html#quick_example | |
// ref: https://gist.github.com/SuperV1234/5c5ad838fe5fe1bf54f9 | |
#include <functional> | |
#include <vector> | |
#ifdef __EMSCRIPTEN__ | |
#include <emscripten.h> | |
#define GL_GLEXT_PROTOTYPES | |
#define EGL_EGLEXT_PROTOTYPES | |
#else | |
#include <glad/glad.h> | |
#endif | |
#include <GLFW/glfw3.h> | |
#include "linmath.h" | |
#include <stdlib.h> | |
#include <stdio.h> | |
static const struct | |
{ | |
float x, y; | |
float r, g, b; | |
} vertices[3] = | |
{ | |
{-0.6f, -0.4f, 1.f, 0.f, 0.f}, | |
{0.6f, -0.4f, 0.f, 1.f, 0.f}, | |
{0.f, 0.6f, 0.f, 0.f, 1.f}}; | |
static const char *vertex_shader_text = | |
"uniform mat4 MVP;\n" | |
"attribute vec3 vCol;\n" | |
"attribute vec2 vPos;\n" | |
"varying vec3 color;\n" | |
"void main()\n" | |
"{\n" | |
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" | |
" color = vCol;\n" | |
"}\n"; | |
static const char *fragment_shader_text = | |
"precision mediump float;\n" | |
"varying vec3 color;\n" | |
"void main()\n" | |
"{\n" | |
" gl_FragColor = vec4(color, 1.0);\n" | |
"}\n"; | |
static void error_callback(int error, const char *description) | |
{ | |
fprintf(stderr, "Error: %s\n", description); | |
} | |
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) | |
{ | |
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) | |
glfwSetWindowShouldClose(window, GLFW_TRUE); | |
} | |
std::function<void()> loop; | |
void main_loop() { loop(); } | |
void check_error(GLuint shader) | |
{ | |
GLint result; | |
glGetShaderiv(shader, GL_COMPILE_STATUS, &result); | |
if (result == GL_FALSE) | |
{ | |
GLint log_length; | |
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); | |
std::vector<GLchar> log(log_length); | |
GLsizei length; | |
glGetShaderInfoLog(shader, log.size(), &length, log.data()); | |
error_callback(0, log.data()); | |
} | |
} | |
int main(void) | |
{ | |
GLint mvp_location, vpos_location, vcol_location; | |
glfwSetErrorCallback(error_callback); | |
if (!glfwInit()) | |
exit(EXIT_FAILURE); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | |
auto window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); | |
if (!window) | |
{ | |
glfwTerminate(); | |
exit(EXIT_FAILURE); | |
} | |
glfwSetKeyCallback(window, key_callback); | |
glfwMakeContextCurrent(window); | |
#ifdef __EMSCRIPTEN__ | |
#else | |
gladLoadGL(); | |
#endif | |
glfwSwapInterval(1); | |
// NOTE: OpenGL error checks have been omitted for brevity | |
GLuint vertex_buffer; | |
glGenBuffers(1, &vertex_buffer); | |
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | |
auto vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); | |
glCompileShader(vertex_shader); | |
check_error(vertex_shader); | |
auto fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); | |
glCompileShader(fragment_shader); | |
check_error(fragment_shader); | |
auto program = glCreateProgram(); | |
glAttachShader(program, vertex_shader); | |
glAttachShader(program, fragment_shader); | |
glLinkProgram(program); | |
mvp_location = glGetUniformLocation(program, "MVP"); | |
vpos_location = glGetAttribLocation(program, "vPos"); | |
vcol_location = glGetAttribLocation(program, "vCol"); | |
glEnableVertexAttribArray(vpos_location); | |
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, | |
sizeof(vertices[0]), (void *)0); | |
glEnableVertexAttribArray(vcol_location); | |
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, | |
sizeof(vertices[0]), (void *)(sizeof(float) * 2)); | |
loop = [&] { | |
float ratio; | |
int width, height; | |
mat4x4 m, p, mvp; | |
glfwGetFramebufferSize(window, &width, &height); | |
ratio = width / (float)height; | |
glViewport(0, 0, width, height); | |
glClear(GL_COLOR_BUFFER_BIT); | |
mat4x4_identity(m); | |
mat4x4_rotate_Z(m, m, (float)glfwGetTime()); | |
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); | |
mat4x4_mul(mvp, p, m); | |
glUseProgram(program); | |
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)mvp); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glfwSwapBuffers(window); | |
glfwPollEvents(); | |
}; | |
#ifdef __EMSCRIPTEN__ | |
emscripten_set_main_loop(main_loop, 0, true); | |
#else | |
while (!glfwWindowShouldClose(window)) | |
main_loop(); | |
#endif | |
glfwDestroyWindow(window); | |
glfwTerminate(); | |
exit(EXIT_SUCCESS); | |
} |
FTR emscripten ships with its own version of glfw, so no need to worry about compiling it to wasm. To link against it add the -sUSE_GLFW=3
option to the link:
if (EMSCRIPTEN)
target_link_options(${PROJECT_NAME} PRIVATE -sUSE_GLFW=3)
endif (EMSCRIPTEN)
FTR emscripten ships with its own version of glfw, so no need to worry about compiling it to wasm. To link against it add the
-sUSE_GLFW=3
option to the link:if (EMSCRIPTEN) target_link_options(${PROJECT_NAME} PRIVATE -sUSE_GLFW=3) endif (EMSCRIPTEN)
I think you can use the regular find_package(glfw3)
which should pick the pkgconfig glw3.pc which should provide the link option IMHO (warning not tested)
ref: https://github.com/emscripten-core/emscripten/blob/0be5b609412d5b07f8157528df8e5088dae84858/system/lib/pkgconfig/glfw3.pc#L4C11-L4C11
TBH I never use the "regular" find_package(glfw3)
as this poorly generalises to Windows, which has no true notion of system-wide installation for dev libraries. Always include glfw as a subdirectory for native builds, it is so lightweight that it is not worth going through the portability trouble of find_package
IMHO.
Wow I never see glfw3 for WASM??? I don't know before but glfm is already for wasm now glfw3 why did writer not say about glfw3 into wasm? But I am using Ubuntu 22.04 - I hate Windows-Spreader! because many hackers use Windows 10....
Please do not tell nonsense me! I will know how do I compile glfw3 under vcpkg with wasm32-emscripten.
Thanks!