// 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 #include #ifdef __EMSCRIPTEN__ #include #define GL_GLEXT_PROTOTYPES #define EGL_EGLEXT_PROTOTYPES #else #include #endif #include #include "linmath.h" #include #include 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 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 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); }